text stringlengths 1 2.83M | id stringlengths 16 152 | metadata dict | __index_level_0__ int64 0 949 |
|---|---|---|---|
export { default as TrendGraph } from './TrendGraph';
export { default as HistogramGraph } from './HistogramGraph';
export { default as MMRGraph } from './MMRGraph';
export { default as MatchGraph } from './MatchGraph';
export { default as DistributionGraph } from './DistributionGraph';
| odota/web/src/components/Visualizations/Graph/index.js/0 | {
"file_path": "odota/web/src/components/Visualizations/Graph/index.js",
"repo_id": "odota",
"token_count": 74
} | 261 |
{
"yes": "yes",
"no": "no",
"abbr_thousand": "ㅋ",
"abbr_million": "ㅁ",
"abbr_billion": "b",
"abbr_trillion": "t",
"abbr_quadrillion": "q",
"abbr_not_available": "해당 없음",
"abbr_pick": "P",
"abbr_win": "W",
"abbr_number": "No.",
"analysis_eff": "레인 효율성",
"analysis_farm_drought": "5분 간격으로 가장 낮은 분당골드",
"analysis_skillshot": "스킬샷 명중 횟수",
"analysis_late_courier": "짐꾼 업그레이드 늦춰짐",
"analysis_wards": "박은 와드 수",
"analysis_roshan": "로샨 처치 횟수",
"analysis_rune_control": "얻은 룬 갯수",
"analysis_unused_item": "사용하지않은 활성화 아이템 수",
"analysis_expected": "의",
"announce_dismiss": "숨기기",
"announce_github_more": "Github에서 보기",
"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": "오픈도타",
"app_language": "언어",
"app_localization": "현지화",
"app_description": "오픈 소스 도타2 데이터 플랫폼",
"app_about": "대하여",
"app_privacy_terms": "개인정보보호 및 약관",
"app_api_docs": "API 문서",
"app_blog": "블로그",
"app_translate": "번역",
"app_donate": "Donate",
"app_gravitech": "A Gravitech LLC Site",
"app_powered_by": "제공자",
"app_donation_goal": "월별 기부 목표",
"app_sponsorship": "당신의 후원덕분에 모두가 공짜로 이용할수 있습니다",
"app_twitter": "트위터에 팔로우하세요",
"app_github": "GitHub에 있는 소스",
"app_discord": "디스코드 채팅",
"app_steam_profile": "스팀 프로필",
"app_confirmed_as": "확인됨",
"app_untracked": "이 사용자는 최근에 방문하지 않았습니다, 그리고 새로운 리플레이 매치는 자동적으로 분석되지 않을 것입니다.",
"app_tracked": "이 사용자는 최근에 방문하지 않았습니다, 그리고 새로운 리플레이 매치는 자동적으로 분석되지 않을 것입니다.",
"app_cheese_bought": "치즈 구매 횟수 ",
"app_contributor": "This user has contributed to the development of the OpenDota project",
"app_dotacoach": "코치에게 질문하세요",
"app_pvgna": "가이드 찾기",
"app_pvgna_alt": "Pvgna의 도타2 가이드 찾기",
"app_rivalry": "Bet on Pro Matches",
"app_rivalry_team": "Bet on {0} Matches",
"app_refresh": "매치 기록 새로고침: 개인 설정 때문에 빠진 매치를 찾는 것을 탐색합니다.",
"app_refresh_label": "새로고침",
"app_login": "로그인",
"app_logout": "로그아웃",
"app_results": "결과(들)",
"app_report_bug": "버그 신고",
"app_pro_players": "프로 선수",
"app_public_players": "공공 플레이어",
"app_my_profile": "내 프로필",
"barracks_value_1": "다이어 하부 근접",
"barracks_value_2": "다이어 하부 원거리",
"barracks_value_4": "다이어 중부 근접",
"barracks_value_8": "다이어 중부 원거리",
"barracks_value_16": "다이어 상부 근접",
"barracks_value_32": "다이어 하부 원거리",
"barracks_value_64": "래디언트 하부 근접",
"barracks_value_128": "래디언트 하부 원거리",
"barracks_value_256": "래디언트 중부 근접",
"barracks_value_512": "래디언트 하부 원거리",
"barracks_value_1024": "래디언트 상부 근접",
"barracks_value_2048": "래디언트 상부 원거리",
"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": "근접 병영",
"building_range_rax": "원거리 병영",
"building_lasthit": "획득한 마지막 타격",
"building_damage": "받은 피해",
"building_hint": "맵 위의 아이콘들은 툴팁이 있습니다",
"building_denied": "디나이",
"building_ancient": "Ancient",
"CHAT_MESSAGE_TOWER_KILL": "타워",
"CHAT_MESSAGE_BARRACKS_KILL": "병영",
"CHAT_MESSAGE_ROSHAN_KILL": "로샨",
"CHAT_MESSAGE_AEGIS": "에이기스를 집은 수",
"CHAT_MESSAGE_FIRSTBLOOD": "선취점",
"CHAT_MESSAGE_TOWER_DENY": "타워를 디나이 한 수",
"CHAT_MESSAGE_AEGIS_STOLEN": "에이기스를 훔친 수",
"CHAT_MESSAGE_DENIED_AEGIS": "아이기스 디나이",
"distributions_heading_ranks": "Rank Tier Distribution",
"distributions_heading_mmr": "개인 MMR 분포",
"distributions_heading_country_mmr": "국가별 평균 개인 MMR",
"distributions_tab_ranks": "Rank Tiers",
"distributions_tab_mmr": "개인 MMR",
"distributions_tab_country_mmr": "국가별 개인 MMR",
"distributions_warning_1": "이 정보는 프로필에서 MMR을 공개하거나 매치 기록 공유를 한 유저로 제한되어 있습니다.",
"distributions_warning_2": "플레이어들은 로그인 하지 않아도 되지만, 데이터 수집상의 특성때문에 평균은 기대치보다 높을 수 있습니다.",
"error": "오류",
"error_message": "죄송합니다. 오류가 발생했습니다.",
"error_four_oh_four_message": "요청하신 페이지를 찾을 수 없습니다!",
"explorer_title": "데이터 탐색",
"explorer_subtitle": "전문적인 Dota 2 통계",
"explorer_description": "Run advanced queries on professional matches (excludes amateur leagues)",
"explorer_schema": "스키마",
"explorer_results": "결과",
"explorer_num_rows": "행",
"explorer_select": "선택",
"explorer_group_by": "정렬 기준",
"explorer_hero": "영웅",
"explorer_patch": "패치",
"explorer_min_patch": "가장 최신 패치",
"explorer_max_patch": "가장 최신 패치",
"explorer_min_mmr": "Min MMR",
"explorer_max_mmr": "Max MMR",
"explorer_min_rank_tier": "Min Tier",
"explorer_max_rank_tier": "Max Tier",
"explorer_player": "선수",
"explorer_league": "리그",
"explorer_player_purchased": "플레이어가 구입한 아이템",
"explorer_duration": "소요시간",
"explorer_min_duration": "최소 경기 시간",
"explorer_max_duration": "최대 경기 시간",
"explorer_timing": "타이밍",
"explorer_uses": "Uses",
"explorer_kill": "Kill Time",
"explorer_side": "측면",
"explorer_toggle_sql": "SQL로 전환",
"explorer_team": "현재 팀",
"explorer_lane_role": "레인",
"explorer_min_date": "최소 날짜",
"explorer_max_date": "최대 날짜",
"explorer_hero_combos": "Hero Combos",
"explorer_hero_player": "영웅-플레이어",
"explorer_player_player": "플레이어-플레이어",
"explorer_sql": "SQL",
"explorer_postgresql_function": "PostgreSQL 함수",
"explorer_table": "표",
"explorer_column": "칼럼",
"explorer_query_button": "Table",
"explorer_cancel_button": "취소",
"explorer_table_button": "표",
"explorer_api_button": "API",
"explorer_json_button": "JSON",
"explorer_csv_button": "CSV",
"explorer_donut_button": "도넛",
"explorer_bar_button": "바",
"explorer_timeseries_button": "Timeseries",
"explorer_chart_unavailable": "사용할 수 있는 차트, 그룹에 추가",
"explorer_value": "값",
"explorer_category": "분류",
"explorer_region": "지역",
"explorer_picks_bans": "픽/밴",
"explorer_counter_picks_bans": "카운터 픽/밴",
"explorer_organization": "조직",
"explorer_order": "Order",
"explorer_asc": "오름차순",
"explorer_desc": "내림차순",
"explorer_tier": "티어",
"explorer_having": "At Least This Many Matches",
"explorer_limit": "제한",
"explorer_match": "매치",
"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": "처치한 영웅",
"farm_creeps": "처치한 크립",
"farm_neutrals": "처치한 중립 크립(고대 크립을 포함)",
"farm_ancients": "처치한 고대 크립",
"farm_towers": "파괴한 타워",
"farm_couriers": "처치한 짐꾼",
"farm_observers": "부순 관찰와드",
"farm_sentries": "부순 감시와드",
"farm_roshan": "로샨 처치 횟수",
"farm_necronomicon": "처치한 네크로노미콘 유닛",
"filter_button_text_open": "필터",
"filter_button_text_close": "닫기",
"filter_hero_id": "영웅",
"filter_is_radiant": "Side",
"filter_win": "결과",
"filter_lane_role": "레인",
"filter_patch": "패치",
"filter_game_mode": "게임 모드",
"filter_lobby_type": "매치 유형",
"filter_date": "시간",
"filter_region": "지역",
"filter_with_hero_id": "아군 영웅",
"filter_against_hero_id": "상대편 영웅",
"filter_included_account_id": "포함된 계정 ID",
"filter_excluded_account_id": "제외 된 계정 ID",
"filter_significant": "Insignificant",
"filter_significant_include": "Include",
"filter_last_week": "지난 1주",
"filter_last_month": "지난 한 달",
"filter_last_3_months": "지난 3개월",
"filter_last_6_months": "지난 6개월",
"filter_error": "다음 드랍다운 메뉴에서 아이템을 선택해주세요.",
"filter_party_size": "Party Size",
"game_mode_0": "알 수 없음",
"game_mode_1": "자유 선택",
"game_mode_2": "캡틴 모드",
"game_mode_3": "무작위 선발",
"game_mode_4": "개별 선발",
"game_mode_5": "전체 무작위",
"game_mode_6": "Intro",
"game_mode_7": "다이어타이드",
"game_mode_8": "역선택 캡틴 모드",
"game_mode_9": "그리빌링",
"game_mode_10": "튜토리얼",
"game_mode_11": "중부 전투",
"game_mode_12": "최소 플레이 영웅",
"game_mode_13": "영웅 제한",
"game_mode_14": "기록서",
"game_mode_15": "맞춤",
"game_mode_16": "캡틴 선발",
"game_mode_17": "자동 역할 선발",
"game_mode_18": "능력 조합",
"game_mode_19": "Event",
"game_mode_20": "전체 무작위 섬멸전",
"game_mode_21": "1대1 중부 전담",
"game_mode_22": "올 픽",
"game_mode_23": "Turbo",
"game_mode_24": "Mutation",
"general_unknown": "알 수 없음",
"general_no_hero": "영웅 없음",
"general_anonymous": "익명 플레이어",
"general_radiant": "레디언트",
"general_dire": "다이어",
"general_standard_deviation": "표준 편차:",
"general_matches": "매치",
"general_league": "리그",
"general_randomed": "무작위 선택",
"general_repicked": "리픽",
"general_predicted_victory": "Predicted Victory",
"general_show": "Show",
"general_hide": "Hide",
"gold_reasons_0": "기타",
"gold_reasons_1": "죽음",
"gold_reasons_2": "골드부활",
"NULL_gold_reasons_5": "포기",
"NULL_gold_reasons_6": "판매",
"gold_reasons_11": "건물",
"gold_reasons_12": "영웅",
"gold_reasons_13": "크립",
"gold_reasons_14": "로샨",
"NULL_gold_reasons_15": "짐꾼",
"header_request": "요청",
"header_distributions": "Ranks",
"header_heroes": "영웅",
"header_blog": "블로그",
"header_ingame": "게임 안",
"header_matches": "매치",
"header_records": "기록",
"header_explorer": "Explorer",
"header_teams": "팀",
"header_meta": "Meta",
"header_scenarios": "Scenarios",
"header_api": "API",
"heading_lhten": "마지막 타격 @ 10",
"heading_lhtwenty": "마지막 타격 @ 20",
"heading_lhthirty": "마지막 타격 @ 30",
"heading_lhforty": "마지막 타격 @ 40",
"heading_lhfifty": "마지막 타격 @ 50",
"heading_courier": "짐꾼",
"heading_roshan": "로샨",
"heading_tower": "타워",
"heading_barracks": "병영",
"heading_shrine": "제단",
"heading_item_purchased": "구매한 아이템",
"heading_ability_used": "사용한 스킬",
"heading_item_used": "사용한 아이템",
"heading_damage_inflictor": "Damage Inflictor",
"heading_damage_inflictor_received": "Damage Inflictor Received",
"heading_damage_instances": "Damage Instances",
"heading_camps_stacked": "중립 크립 스택",
"heading_matches": "최근 매치",
"heading_heroes": "플레이한 영웅",
"heading_mmr": "MMR 기록",
"heading_peers": "Players Played With",
"heading_pros": "Pro Players Played With",
"heading_rankings": "Hero Rankings",
"heading_all_matches": "In All Matches",
"heading_parsed_matches": "In Parsed Matches",
"heading_records": "기록",
"heading_teamfights": "팀 전투",
"heading_graph_difference": "레디언트 이점",
"heading_graph_gold": "골드",
"heading_graph_xp": "경험치",
"heading_graph_lh": "마지막 타격",
"heading_overview": "개요",
"heading_ability_draft": "Abilities Drafted",
"heading_buildings": "Buildings Map",
"heading_benchmarks": "수준점",
"heading_laning": "Laning",
"heading_overall": "종합",
"heading_kills": "처치수",
"heading_deaths": "Deaths",
"heading_assists": "Assists",
"heading_damage": "피해",
"heading_unit_kills": "Unit Kills",
"heading_last_hits": "마지막 타격",
"heading_gold_reasons": "수입",
"heading_xp_reasons": "경험치",
"heading_performances": "성과",
"heading_support": "지원",
"heading_purchase_log": "Purchase Log",
"heading_casts": "Casts",
"heading_objective_damage": "Objective Damage",
"heading_runes": "룬",
"heading_vision": "시야",
"heading_actions": "행동",
"heading_analysis": "분석",
"heading_cosmetics": "의상",
"heading_log": "기록",
"heading_chat": "대화",
"heading_story": "Story",
"heading_fantasy": "Fantasy",
"heading_wardmap": "와드 지도",
"heading_wordcloud": "자주 사용한 단어",
"heading_wordcloud_said": "Words said (all chat)",
"heading_wordcloud_read": "Words read (all chat)",
"heading_kda": "KLA",
"heading_gold_per_min": "분 당 골드",
"heading_xp_per_min": "분 당 경험치",
"heading_denies": "디나이",
"heading_lane_efficiency_pct": "EFF@10",
"heading_duration": "소요시간",
"heading_level": "레벨",
"heading_hero_damage": "영웅 딜량",
"heading_tower_damage": "타워 딜량",
"heading_hero_healing": "영웅 힐량",
"heading_tower_kills": "처치한 타워",
"heading_stuns": "기절",
"heading_neutral_kills": "처치한 중립 크립",
"heading_courier_kills": "처치한 짐꾼",
"heading_purchase_tpscroll": "텔포 스크롤 구매 수",
"heading_purchase_ward_observer": "관찰 와드 구매 수",
"heading_purchase_ward_sentry": "감시 와드 구매 수",
"heading_purchase_gem": "현시 보석 구매 수",
"heading_purchase_rapier": "신의 양날검 구매 수",
"heading_pings": "맵 핑 수",
"heading_throw": "던짐",
"heading_comeback": "역전",
"heading_stomp": "양학",
"heading_loss": "패배",
"heading_actions_per_min": "분 당 작업 수",
"heading_leaver_status": "Leaver Status",
"heading_game_mode": "게임 모드",
"heading_lobby_type": "매치 유형",
"heading_lane_role": "Lane Role",
"heading_region": "지역",
"heading_patch": "패치",
"heading_win_rate": "승률",
"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": "로그인",
"home_login_desc": "for automatic replay parsing",
"home_parse": "요청",
"home_parse_desc": "특정 경기",
"home_why": "",
"home_opensource_title": "Open Source",
"home_opensource_desc": "All project code is open source and available for contributors to improve and modify.",
"home_indepth_title": "In-Depth Data",
"home_indepth_desc": "Parsing replay files provides highly detailed match data.",
"home_free_title": "Free of charge",
"home_free_desc": "Servers are funded by sponsors and volunteers maintain the code, so the service is offered free of charge.",
"home_background_by": "Background picture by",
"home_sponsored_by": "Sponsored by",
"home_become_sponsor": "Become a Sponsor",
"items_name": "아이템 이름",
"items_built": "Number of times this item was built",
"items_matches": "Number of matches where this item was built",
"items_uses": "Number of times this item was used",
"items_uses_per_match": "Mean number of times this item was used in matches where it was built",
"items_timing": "Mean time this item was built at",
"items_build_pct": "Percentage of matches this item was built in",
"items_win_pct": "Percentage of matches won where this item was built",
"lane_role_0": "알 수 없음",
"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": "보통",
"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": "Radiant Victory",
"match_dire_win": "다이어 승리",
"match_team_win": "Victory",
"match_ended": "Ended",
"match_id": "매치 ID",
"match_region": "지역",
"match_avg_mmr": "평균 MMR",
"match_button_parse": "분석",
"match_button_reparse": "Re-parse",
"match_button_replay": "리플레이",
"match_button_video": "Get video",
"match_first_tower": "First tower",
"match_first_barracks": "First barracks",
"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_#": "멧돼지",
"npc_dota_lesser_eidolon": "약한 분열체",
"npc_dota_eidolon": "분열체",
"npc_dota_greater_eidolon": "덩치 큰 분열체",
"npc_dota_dire_eidolon": "흉악한 분열체",
"npc_dota_invoker_forged_spirit": "달구어진 영혼",
"npc_dota_furion_treant_large": "덩치 큰 나무정령",
"npc_dota_beastmaster_hawk_#": "매",
"npc_dota_lycan_wolf#": "늑대",
"npc_dota_neutral_mud_golem_split_doom": "파멸의 조각",
"npc_dota_broodmother_spiderling": "새끼거미",
"npc_dota_broodmother_spiderite": "약한 새끼거미",
"npc_dota_furion_treant": "나무정령",
"npc_dota_unit_undying_zombie": "언다잉 좀비",
"npc_dota_unit_undying_zombie_torso": "언다잉 좀비",
"npc_dota_brewmaster_earth_#": "Earth Brewling",
"npc_dota_brewmaster_fire_#": "Fire Brewling",
"npc_dota_lone_druid_bear#": "영혼 곰",
"npc_dota_brewmaster_storm_#": "Storm Brewling",
"npc_dota_visage_familiar#": "하수인",
"npc_dota_warlock_golem_#": "흑마법사 골렘",
"npc_dota_warlock_golem_scepter_#": "흑마법사 골렘",
"npc_dota_witch_doctor_death_ward": "죽음의 와드",
"npc_dota_tusk_frozen_sigil#": "얼어붙은 인장",
"npc_dota_juggernaut_healing_ward": "치유 와드",
"npc_dota_techies_land_mine": "근접 지뢰",
"npc_dota_shadow_shaman_ward_#": "뱀 와드",
"npc_dota_pugna_nether_ward_#": "황천 와드",
"npc_dota_venomancer_plague_ward_#": "역병 와드",
"npc_dota_rattletrap_cog": "강화 톱니",
"npc_dota_templar_assassin_psionic_trap": "사이오닉 덫",
"npc_dota_techies_remote_mine": "원격 지뢰",
"npc_dota_techies_stasis_trap": "정지 덫",
"npc_dota_phoenix_sun": "초신성",
"npc_dota_unit_tombstone#": "묘비",
"npc_dota_treant_eyes": "Eyes in the Forest",
"npc_dota_gyrocopter_homing_missile": "유도탄",
"npc_dota_weaver_swarm": "벌레 무리",
"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": "4차 타워",
"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": "마지막",
"pagination_of": "의",
"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": "매치 ID",
"request_invalid_match_id": "Invalid Match ID",
"request_error": "Failed to get match data",
"request_submit": "Submit",
"roaming": "Roaming",
"rune_0": "더블 데미지",
"rune_1": "신속화",
"rune_2": "환영",
"rune_3": "투명화",
"rune_4": "재생화",
"rune_5": "풍요",
"rune_6": "신비로운",
"rune_7": "물",
"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": "개요",
"tab_matches": "매치",
"tab_heroes": "영웅",
"tab_peers": "친구",
"tab_pros": "Pros",
"tab_activity": "활동",
"tab_records": "기록",
"tab_totals": "Totals",
"tab_counts": "Counts",
"tab_histograms": "막대 그래프",
"tab_trends": "추세",
"tab_items": "아이템",
"tab_wardmap": "와드 지도",
"tab_wordcloud": "자주 사용한 단어",
"tab_mmr": "MMR",
"tab_rankings": "순위",
"tab_drafts": "Draft",
"tab_benchmarks": "수준점",
"tab_performances": "성과",
"tab_damage": "피해",
"tab_purchases": "Purchases",
"tab_farm": "Farm",
"tab_combat": "전투",
"tab_graphs": "그래프",
"tab_casts": "Casts",
"tab_vision": "시야",
"tab_objectives": "Objectives",
"tab_teamfights": "팀 전투",
"tab_actions": "행동",
"tab_analysis": "분석",
"tab_cosmetics": "의상",
"tab_log": "기록",
"tab_chat": "대화",
"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": "결과가 없습니다",
"th_hero_id": "영웅",
"th_match_id": "아이디",
"th_account_id": "Account ID",
"th_result": "결과",
"th_skill": "숙련도",
"th_duration": "소요시간",
"th_games": "MP",
"th_games_played": "Games",
"th_win": "승률 %",
"th_advantage": "Advantage",
"th_with_games": "다음과 함께:",
"th_with_win": "와 함께 승률 %",
"th_against_games": "Against",
"th_against_win": "와 상대편으로 승률 %",
"th_gpm_with": "GPM With",
"th_xpm_with": "XPM With",
"th_avatar": "선수",
"th_last_played": "마지막",
"th_record": "기록",
"th_title": "제목",
"th_category": "분류",
"th_matches": "매치",
"th_percentile": "백분위",
"th_rank": "순위",
"th_items": "아이템",
"th_stacked": "스택",
"th_multikill": "짧은 시간안에 연속 처치",
"th_killstreak": "죽지 않고 연속 처치",
"th_stuns": "기절",
"th_dead": "죽음",
"th_buybacks": "Buybacks",
"th_biggest_hit": "Biggest Hit",
"th_lane": "레인",
"th_map": "지도",
"th_lane_efficiency": "EFF@10",
"th_lhten": "LH@10",
"th_dnten": "DN@10",
"th_tpscroll": "순간 이동 주문서",
"th_ward_observer": "관찰 와드",
"th_ward_sentry": "감시 와드",
"th_smoke_of_deceit": "연막",
"th_dust": "현시의 가루",
"th_gem": "현시의 보석",
"th_time": "시간",
"th_message": "Message",
"th_heroes": "영웅",
"th_creeps": "크립",
"th_neutrals": "중립 크립",
"th_ancients": "고대 크립",
"th_towers": "타워",
"th_couriers": "Couriers",
"th_roshan": "로샨",
"th_necronomicon": "Necronomicon",
"th_other": "기타",
"th_cosmetics": "의상",
"th_damage_received": "Received",
"th_damage_dealt": "Dealt",
"th_players": "Players",
"th_analysis": "분석",
"th_death": "죽음",
"th_damage": "피해",
"th_healing": "Healing",
"th_gold": "G",
"th_xp": "경험치",
"th_abilities": "능력치",
"th_target_abilities": "Ability Targets",
"th_mmr": "MMR",
"th_level": "LVL",
"th_kills": "처치",
"th_kills_per_min": "분당 킬수",
"th_deaths": "죽음",
"th_assists": "도움",
"th_last_hits": "마지막 타격",
"th_last_hits_per_min": "분당 마지막 타격",
"th_denies": "디나이",
"th_gold_per_min": "분당 수입",
"th_xp_per_min": "분당 경험치",
"th_stuns_per_min": "SPM",
"th_hero_damage": "영웅 피해",
"th_hero_damage_per_min": "분당 영웅 피해",
"th_hero_healing": "영웅 치료",
"th_hero_healing_per_min": "분당 영웅 치료",
"th_tower_damage": "타워 피해",
"th_tower_damage_per_min": "분당 타워 피해",
"th_kda": "KLA",
"th_actions_per_min": "분당 행동수",
"th_pings": "PNG (M)",
"th_DOTA_UNIT_ORDER_MOVE_TO_POSITION": "이동(지역)",
"th_DOTA_UNIT_ORDER_MOVE_TO_TARGET": "이동(목표물)",
"th_DOTA_UNIT_ORDER_ATTACK_TARGET": "공격(목표물)",
"th_DOTA_UNIT_ORDER_ATTACK_MOVE": "공격(지형)",
"th_DOTA_UNIT_ORDER_CAST_POSITION": "시전(지역)",
"th_DOTA_UNIT_ORDER_CAST_TARGET": "시전(목표물)",
"th_DOTA_UNIT_ORDER_CAST_NO_TARGET": "시전(비-목표)",
"th_DOTA_UNIT_ORDER_HOLD_POSITION": "지역 사수",
"th_DOTA_UNIT_ORDER_GLYPH": "문양 활성화",
"th_DOTA_UNIT_ORDER_RADAR": "스캔",
"th_ability_builds": "능력 빌드",
"th_purchase_shorthand": "PUR",
"th_use_shorthand": "USE",
"th_duration_shorthand": "DUR",
"th_country": "지역",
"th_count": "Count",
"th_sum": "Sum",
"th_average": "평균",
"th_name": "이름",
"th_team_name": "Team Name",
"th_score": "점수",
"th_casts": "Casts",
"th_hits": "마지막 타격",
"th_wins": "승리",
"th_losses": "패배",
"th_winrate": "승률",
"th_solo_mmr": "개인 MMR",
"th_party_mmr": "파티 MMR",
"th_estimated_mmr": "추정 MMR",
"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": "방금 전",
"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": "디나이",
"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": "매치",
"title_request": "Request a Parse",
"title_search": "Search",
"title_status": "Status",
"title_explorer": "Data Explorer",
"title_meta": "Meta",
"title_records": "기록",
"title_api": "The Opendota API: Advanced Dota 2 stats for your app",
"tooltip_mmr": "Solo MMR of the player",
"tooltip_abilitydraft": "Ability Drafted",
"tooltip_level": "Level achieved by hero",
"tooltip_kills": "Number of kills by hero",
"tooltip_deaths": "Number of deaths by hero",
"tooltip_assists": "Number of assists by hero",
"tooltip_last_hits": "Number of last hits by hero",
"tooltip_denies": "Number of denied creeps",
"tooltip_gold": "Total gold farmed",
"tooltip_gold_per_min": "Gold farmed per minute",
"tooltip_xp_per_min": "Experience gained per minute",
"tooltip_stuns_per_min": "Seconds of hero stuns per minute",
"tooltip_last_hits_per_min": "Last hits per minute",
"tooltip_kills_per_min": "Kills per minute",
"tooltip_hero_damage_per_min": "Hero damage per minute",
"tooltip_hero_healing_per_min": "Hero healing per minute",
"tooltip_tower_damage_per_min": "Tower damage per minute",
"tooltip_actions_per_min": "Actions performed by player per minute",
"tooltip_hero_damage": "Amount of damage dealt to heroes",
"tooltip_tower_damage": "Amount of damage dealt to towers",
"tooltip_hero_healing": "Amount of health restored to heroes",
"tooltip_duration": "The length of the match",
"tooltip_first_blood_time": "The time first blood occurred",
"tooltip_kda": "(처치 + 도움) / (죽음 + 1)",
"tooltip_stuns": "영웅에게 가한 무력화 시간",
"tooltip_dead": "죽은 시간",
"tooltip_buybacks": "Number of buybacks",
"tooltip_camps_stacked": "중립 크립 스택",
"tooltip_tower_kills": "타워 철거 횟수",
"tooltip_neutral_kills": "중립 크립 처치 수",
"tooltip_courier_kills": "짐꾼 처치 수",
"tooltip_purchase_tpscroll": "순간 이동 주문서 구매수",
"tooltip_purchase_ward_observer": "관찰 와드 구매수",
"tooltip_purchase_ward_sentry": "감시 와드 구매수",
"tooltip_purchase_smoke_of_deceit": "연막 구매수",
"tooltip_purchase_dust": "현시의 가루 구매수",
"tooltip_purchase_gem": "현시의 보석 구매수",
"tooltip_purchase_rapier": "신의 양날검 구매수",
"tooltip_purchase_buyback": "골드 부활 사용 횟수",
"tooltip_duration_observer": "Average lifespan of Observer Wards",
"tooltip_duration_sentry": "Average lifespan of Sentry Wards",
"tooltip_used_ward_observer": "게임 동안 관찰 와드가 박힌 수",
"tooltip_used_ward_sentry": "게임 동안 감시 와드가 박힌 수",
"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": "Replay has been parsed for additional data",
"tooltip_unparsed": "이 매치에 관한 리플레이는 분석되지 않았습니다. 모든 데이터가 사용 가능하지 않습니다.",
"tooltip_hero_id": "The hero played",
"tooltip_result": "Whether the player won or lost",
"tooltip_match_id": "매치 ID",
"tooltip_game_mode": "매치 모드",
"tooltip_skill": "MMR 계층을 나누는 근사치는 0, 3200 그리고 3700 입니다",
"tooltip_ended": "매치가 끝난 시간",
"tooltip_pick_order": "Order in which the player picked",
"tooltip_throw": "진 게임에서 최대 골드 이익",
"tooltip_comeback": "이긴 게임에서 최대 골드 손실",
"tooltip_stomp": "이긴 게임에서 최대 골드 이익",
"tooltip_loss": "진 게임에서 최대 골드 손실",
"tooltip_items": "Items built",
"tooltip_permanent_buffs": "Permanent buffs such as Flesh Heap stacks or Tomes of Knowledge used",
"tooltip_lane": "초반 레인 위치",
"tooltip_map": "Heatmap of the player's early game position",
"tooltip_lane_efficiency": "10분까지 얻은 골드(크립+자동골드+시작골드) 백분위",
"tooltip_lane_efficiency_pct": "10분까지 얻은 골드(크립+자동골드+시작골드) 백분위",
"tooltip_pings": "이 유저가 맵에 핑을 한 횟수",
"tooltip_DOTA_UNIT_ORDER_MOVE_TO_POSITION": "이 유저가 위치 이동을 한 횟수",
"tooltip_DOTA_UNIT_ORDER_MOVE_TO_TARGET": "이 유저가 목표물로 이동한 횟수",
"tooltip_DOTA_UNIT_ORDER_ATTACK_MOVE": "이 유저가 위치로 공격한 횟수(이동 공격)",
"tooltip_DOTA_UNIT_ORDER_ATTACK_TARGET": "이 유저가 목표물을 공격한 횟수",
"tooltip_DOTA_UNIT_ORDER_CAST_POSITION": "이 유저가 위치에 주문을 시전한 횟수",
"tooltip_DOTA_UNIT_ORDER_CAST_TARGET": "이 유저가 목표물에 주문을 시전한 횟수",
"tooltip_DOTA_UNIT_ORDER_CAST_NO_TARGET": "이 유저가 비목표 주문을 시전한 횟수",
"tooltip_DOTA_UNIT_ORDER_HOLD_POSITION": "이 유저가 위치사수를 사용한 횟수",
"tooltip_DOTA_UNIT_ORDER_GLYPH": "이 유저가 문양 활성화를 사용한 횟수",
"tooltip_DOTA_UNIT_ORDER_RADAR": "이 유저가 탐색을 사용한 횟수",
"tooltip_last_played": "마지막 매치는 이 유저의 영웅과 플레이 되었다",
"tooltip_matches": "이 유저와 같은편 혹은 상대편으로 플레이한 매치",
"tooltip_played_as": "이 영웅으로 플레이한 횟수",
"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": "이 영웅 승률",
"tooltip_win_pct_with": "이 유저가 사용한 영웅 승률",
"tooltip_win_pct_against": "Win percentage against this player/hero",
"tooltip_lhten": "10분까지 마지막 타격 횟수",
"tooltip_dnten": "10분까지 디나이 한 수",
"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": "Registered user",
"tooltip_ability_builds": "Ability Builds",
"tooltip_ability_builds_expired": "Ability upgrade data has expired for this match. Use the request form to reload data.",
"tooltip_multikill": "Longest multi-kill",
"tooltip_killstreak": "Longest killstreak",
"tooltip_casts": "Number of times this ability/item was cast",
"tooltip_target_abilities": "How many times each hero was targeted by this hero's abilities",
"tooltip_hits": "Number of damage instances to heroes caused by this ability/item",
"tooltip_damage": "Amount of damage dealt to heroes by this ability/item",
"tooltip_autoattack_other": "Auto Attack/Other",
"tooltip_estimated_mmr": "MMR estimate based on the mean visible MMR of the recent matches played by this user",
"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": "막대 그래프",
"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": "추세",
"trends_description": "Cumulative average over last 500 games",
"trends_tooltip_average": "Avg.",
"trends_no_data": "Sorry, no data for this graph",
"xp_reasons_0": "기타",
"xp_reasons_1": "Hero",
"xp_reasons_2": "Creep",
"xp_reasons_3": "로샨",
"rankings_description": "",
"rankings_none": "This player is not ranked on any heroes.",
"region_0": "자동",
"region_1": "미국 서부",
"region_2": "미국 동부",
"region_3": "룩셈부르크",
"region_5": "싱가포르",
"region_6": "두바이",
"region_7": "호주",
"region_8": "스톡홀름",
"region_9": "오스트리아",
"region_10": "브라질",
"region_11": "남아프리카",
"region_12": "Perfect World Telecom 상하이",
"region_13": "Perfect World Unicom",
"region_14": "칠레",
"region_15": "페루",
"region_16": "인도",
"region_17": "Perfect World Telecom 광둥",
"region_18": "Perfect World Telecom 저장",
"region_19": "일본",
"region_20": "Perfect World Telecom 우한",
"region_25": "Perfect World Unicom II",
"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/ko-KR.json/0 | {
"file_path": "odota/web/src/lang/ko-KR.json",
"repo_id": "odota",
"token_count": 23908
} | 262 |
{
"yes": "是",
"no": "不",
"abbr_thousand": "k",
"abbr_million": "m",
"abbr_billion": "b",
"abbr_trillion": "t",
"abbr_quadrillion": "q",
"abbr_not_available": "N/A",
"abbr_pick": "选择",
"abbr_win": "胜利",
"abbr_number": "排名:",
"analysis_eff": "占线效率",
"analysis_farm_drought": "5分钟间隔内最低GPM",
"analysis_skillshot": "技能精准击中",
"analysis_late_courier": "升级信使延时",
"analysis_wards": "放置守卫",
"analysis_roshan": "击杀Roshan",
"analysis_rune_control": "控符",
"analysis_unused_item": "未使用的主动道具",
"analysis_expected": "of",
"announce_dismiss": "关闭",
"announce_github_more": "在 GitHub 上查看",
"api_meta_description": "通过 OpenDota API,您可以访问 OpenDota 平台提供的所有高级 Dota 2 统计信息,访问性能图、热力图、词云等。免费开始吧。",
"api_title": "OpenDota API",
"api_subtitle": "基于 OpenDota 平台,为您的应用程序提供高级统计信息,并深入了解您的用户。",
"api_details_free_tier": "免费版",
"api_details_premium_tier": "高级版",
"api_details_price": "价格",
"api_details_price_free": "免费",
"api_details_price_prem": "每 $unit 调用 $price",
"api_details_key_required": "需要密钥?",
"api_details_key_required_free": "否",
"api_details_key_required_prem": "是的--需要付款方式",
"api_details_call_limit": "调用次数",
"api_details_call_limit_free": "每月 $limit",
"api_details_call_limit_prem": "无限制",
"api_details_rate_limit": "速度限制",
"api_details_rate_limit_val": "每分钟 $num 次调用",
"api_details_support": "帮助与支持",
"api_details_support_free": "Discord 小组的社区支持",
"api_details_support_prem": "核心开发人员的优先支持",
"api_get_key": "获得密钥",
"api_docs": "阅读文档",
"api_header_details": "详细信息",
"api_charging": "每次调用的收费为 $cost ,四舍五入至分。",
"api_credit_required": "获取 API 密钥需要绑定付款方法,我们将在本月初自动从信用卡收取费用。",
"api_failure": "500错误不计算使用次数, 因为这表示是我们搞砸了!",
"api_error": "请求发生错误。请重试。如需继续, 请联系我们 support@opendota.com。",
"api_login": "登录访问 API 密钥",
"api_update_billing": "更新计费方法",
"api_delete": "删除密钥",
"api_key_usage": "若要使用密钥, 请将$param作为查询参数添加到 api 请求中:",
"api_billing_cycle": "当前计费周期在 $date 时结束。",
"api_billed_to": "我们将自动以$last4结尾的$brand发送账单",
"api_support": "需要支持?电子邮件 $email。",
"api_header_usage": "您的使用",
"api_usage_calls": "API 调用",
"api_usage_fees": "预估费用",
"api_month": "月",
"api_header_key": "您的密钥",
"api_header_table": "免费开始。继续以低价使用。",
"app_name": "OpenDota",
"app_language": "语言",
"app_localization": "本地化",
"app_description": "开源的 Dota 2 数据平台",
"app_about": "关于",
"app_privacy_terms": "隐私政策",
"app_api_docs": "API文档",
"app_blog": "博客",
"app_translate": "翻译",
"app_donate": "捐赠",
"app_gravitech": "Gravitech LLC 旗下网站",
"app_powered_by": "提供支持 by",
"app_donation_goal": "每月捐赠目标",
"app_sponsorship": "您的资助使我们保持为每位用户提供免费服务。",
"app_twitter": "Follow on Twitter",
"app_github": "Source on GitHub",
"app_discord": "Chat on Discord",
"app_steam_profile": "Steam 资料",
"app_confirmed_as": "身份已认证为",
"app_untracked": "用户最近未访问,因此新的比赛将不被自动分析。",
"app_tracked": "用户最近访问过,因此新的比赛将会被自动分析。",
"app_cheese_bought": "购买奶酪",
"app_contributor": "该用户为 OpenDota 项目的开发做出了贡献",
"app_dotacoach": "寻求一位教练",
"app_pvgna": "寻找向导",
"app_pvgna_alt": "在 Pvgna 上寻找 Dota 2 指南",
"app_rivalry": "在职业比赛上下注",
"app_rivalry_team": "在 {0} 比赛上下注",
"app_refresh": "刷新比赛历史:由于打开隐私设定而导致的比赛缺失时可使用此功能刷新。",
"app_refresh_label": "刷新",
"app_login": "登陆",
"app_logout": "退出",
"app_results": "结果",
"app_report_bug": "报告问题",
"app_pro_players": "职业选手",
"app_public_players": "普通玩家",
"app_my_profile": "我的资料",
"barracks_value_1": "夜魇下路近战",
"barracks_value_2": "夜魇下路远程",
"barracks_value_4": "夜魇中路近战",
"barracks_value_8": "夜魇中路远程",
"barracks_value_16": "夜魇上路近战",
"barracks_value_32": "夜魇上路远程",
"barracks_value_64": "天辉下路近战",
"barracks_value_128": "天辉下路远程",
"barracks_value_256": "天辉中路近战",
"barracks_value_512": "天辉中路远程",
"barracks_value_1024": "天辉上路近战",
"barracks_value_2048": "天辉下路远程",
"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": "近战兵营",
"building_range_rax": "远程兵营",
"building_lasthit": "摧毁",
"building_damage": "受到的伤害",
"building_hint": "鼠标放在小地图上显示更多",
"building_denied": "反补",
"building_ancient": "遗迹",
"CHAT_MESSAGE_TOWER_KILL": "防御塔",
"CHAT_MESSAGE_BARRACKS_KILL": "兵营",
"CHAT_MESSAGE_ROSHAN_KILL": "肉山",
"CHAT_MESSAGE_AEGIS": "拾取不朽盾",
"CHAT_MESSAGE_FIRSTBLOOD": "第一滴血",
"CHAT_MESSAGE_TOWER_DENY": "反补防御塔",
"CHAT_MESSAGE_AEGIS_STOLEN": "偷取不朽盾",
"CHAT_MESSAGE_DENIED_AEGIS": "摧毁不朽盾",
"distributions_heading_ranks": "单排天梯奖章分布",
"distributions_heading_mmr": "单排天梯分数分布",
"distributions_heading_country_mmr": "单排天梯分数国家分布",
"distributions_tab_ranks": "单排天梯等级",
"distributions_tab_mmr": "单排天梯分数",
"distributions_tab_country_mmr": "单排天梯分数(按国家)",
"distributions_warning_1": "数据集只包括显示了自己天梯分数并且共享比赛历史的玩家。",
"distributions_warning_2": "玩家不需要登陆,但是由于数据收集的缘故,显示的分数可能高于真实值。",
"error": "错误",
"error_message": "Oh no!发生了一些错误。",
"error_four_oh_four_message": "找不到你正在打开的网页。",
"explorer_title": "数据探索",
"explorer_subtitle": "Dota2 专业数据",
"explorer_description": "对职业比赛记录进行分类查询(不包括业余联赛)",
"explorer_schema": "概要",
"explorer_results": "结果",
"explorer_num_rows": "行",
"explorer_select": "选择",
"explorer_group_by": "分组",
"explorer_hero": "击杀英雄",
"explorer_patch": "版本",
"explorer_min_patch": "最低版本",
"explorer_max_patch": "最高版本",
"explorer_min_mmr": "最小 MMR",
"explorer_max_mmr": "最大 MMR",
"explorer_min_rank_tier": "最低赛季排行奖章",
"explorer_max_rank_tier": "最高赛季排行奖章",
"explorer_player": "玩家",
"explorer_league": "联赛",
"explorer_player_purchased": "购买物品",
"explorer_duration": "时长",
"explorer_min_duration": "最小时长",
"explorer_max_duration": "最大时长",
"explorer_timing": "时间",
"explorer_uses": "使用",
"explorer_kill": "击杀时间",
"explorer_side": "阵营",
"explorer_toggle_sql": "切换 SQL",
"explorer_team": "当前队伍",
"explorer_lane_role": "分路",
"explorer_min_date": "在此日期后",
"explorer_max_date": "在此日期前",
"explorer_hero_combos": "英雄组合",
"explorer_hero_player": "英雄-玩家",
"explorer_player_player": "玩家-玩家",
"explorer_sql": "SQL",
"explorer_postgresql_function": "PostgreSQL 函数",
"explorer_table": "表",
"explorer_column": "行",
"explorer_query_button": "查询",
"explorer_cancel_button": "取消",
"explorer_table_button": "表格",
"explorer_api_button": "应用开发接口(API)",
"explorer_json_button": "JSON",
"explorer_csv_button": "CSV",
"explorer_donut_button": "圆环图",
"explorer_bar_button": "柱状图",
"explorer_timeseries_button": "时序图",
"explorer_chart_unavailable": "图表不可用,请尝试添加 GROUP BY",
"explorer_value": "值",
"explorer_category": "分类",
"explorer_region": "地区",
"explorer_picks_bans": "选择/禁用",
"explorer_counter_picks_bans": "统计 Ban/Pick 数",
"explorer_organization": "组织",
"explorer_order": "排序",
"explorer_asc": "升序",
"explorer_desc": "降序",
"explorer_tier": "联赛等级",
"explorer_having": "最低比赛场数",
"explorer_limit": "数量限制",
"explorer_match": "比赛",
"explorer_is_ti_team": "是 TI{number} 队伍",
"explorer_mega_comeback": "超级兵翻盘",
"explorer_max_gold_adv": "最大经济优势",
"explorer_min_gold_adv": "最小经济优势",
"farm_heroes": "击杀英雄",
"farm_creeps": "击杀小兵",
"farm_neutrals": "击杀中立生物(包括远古)",
"farm_ancients": "击杀远古",
"farm_towers": "摧毁防御塔",
"farm_couriers": "击杀信使",
"farm_observers": "摧毁侦查守卫",
"farm_sentries": "摧毁岗哨守卫",
"farm_roshan": "击杀Roshan",
"farm_necronomicon": "击杀召唤单位",
"filter_button_text_open": "过滤",
"filter_button_text_close": "关闭",
"filter_hero_id": "英雄",
"filter_is_radiant": "阵营",
"filter_win": "胜败",
"filter_lane_role": "分路",
"filter_patch": "版本",
"filter_game_mode": "游戏模式",
"filter_lobby_type": "游戏类型",
"filter_date": "时间",
"filter_region": "地区",
"filter_with_hero_id": "队友英雄",
"filter_against_hero_id": "对方英雄",
"filter_included_account_id": "已注册用户 ID",
"filter_excluded_account_id": "未注册用户 ID",
"filter_significant": "不重要的",
"filter_significant_include": "包含",
"filter_last_week": "上周",
"filter_last_month": "最近一个月",
"filter_last_3_months": "最近 3 个月",
"filter_last_6_months": "最近 6 个月",
"filter_error": "请从下拉列表中选择一项",
"filter_party_size": "队伍人数",
"game_mode_0": "未知",
"game_mode_1": "全英雄选择",
"game_mode_2": "队长模式",
"game_mode_3": "随机征召",
"game_mode_4": "单一征召",
"game_mode_5": "全英雄随机",
"game_mode_6": "开局",
"game_mode_7": "夜魇暗潮",
"game_mode_8": "反队长模式",
"game_mode_9": "小贪魔节",
"game_mode_10": "教程",
"game_mode_11": "单中模式",
"game_mode_12": "生疏模式",
"game_mode_13": "英雄限定",
"game_mode_14": "勇士令状",
"game_mode_15": "自定义游戏",
"game_mode_16": "队长征召",
"game_mode_17": "平衡征召",
"game_mode_18": "技能征召",
"game_mode_19": "活动",
"game_mode_20": "全随机死亡竞赛模式",
"game_mode_21": "1V1 中路 Solo 模式",
"game_mode_22": "全英雄选择(BP)",
"game_mode_23": "加速模式",
"game_mode_24": "突变",
"general_unknown": "未知",
"general_no_hero": "无英雄",
"general_anonymous": "匿名",
"general_radiant": "天辉",
"general_dire": "夜魇",
"general_standard_deviation": "标准差",
"general_matches": "比赛次数",
"general_league": "联赛",
"general_randomed": "随机选择",
"general_repicked": "重新选择的",
"general_predicted_victory": "预测胜利",
"general_show": "显示",
"general_hide": "隐藏",
"gold_reasons_0": "其它",
"gold_reasons_1": "死亡",
"gold_reasons_2": "买活",
"NULL_gold_reasons_5": "继承财产",
"NULL_gold_reasons_6": "出售物品",
"gold_reasons_11": "建筑",
"gold_reasons_12": "击杀英雄",
"gold_reasons_13": "补兵",
"gold_reasons_14": "Roshan",
"NULL_gold_reasons_15": "信使",
"header_request": "请求",
"header_distributions": "排名",
"header_heroes": "英雄",
"header_blog": "博客",
"header_ingame": "Ingame",
"header_matches": "比赛",
"header_records": "记录",
"header_explorer": "数据探索器",
"header_teams": "职业战队",
"header_meta": "玩法",
"header_scenarios": "场景",
"header_api": "API",
"heading_lhten": "10 分钟正补",
"heading_lhtwenty": "20 分钟正补",
"heading_lhthirty": "30 分钟正补",
"heading_lhforty": "40 分钟正补",
"heading_lhfifty": "50 分钟正补",
"heading_courier": "信使",
"heading_roshan": "肉山",
"heading_tower": "防御塔",
"heading_barracks": "兵营",
"heading_shrine": "圣坛",
"heading_item_purchased": "购买物品",
"heading_ability_used": "使用技能",
"heading_item_used": "使用的物品",
"heading_damage_inflictor": "伤害来源",
"heading_damage_inflictor_received": "所受伤害来源",
"heading_damage_instances": "伤害实例",
"heading_camps_stacked": "堆积野怪次数",
"heading_matches": "最近比赛",
"heading_heroes": "使用英雄",
"heading_mmr": "天梯分",
"heading_peers": "玩家记录",
"heading_pros": "职业选手记录",
"heading_rankings": "英雄排名",
"heading_all_matches": "所有比赛",
"heading_parsed_matches": "已分析的比赛",
"heading_records": "最高记录",
"heading_teamfights": "团战",
"heading_graph_difference": "正向为天辉领先",
"heading_graph_gold": "经济",
"heading_graph_xp": "经验",
"heading_graph_lh": "正补",
"heading_overview": "摘要",
"heading_ability_draft": "技能征召",
"heading_buildings": "建筑",
"heading_benchmarks": "评估",
"heading_laning": "分路",
"heading_overall": "总览",
"heading_kills": "击杀",
"heading_deaths": "死亡",
"heading_assists": "助攻",
"heading_damage": "伤害",
"heading_unit_kills": "击杀单位",
"heading_last_hits": "正补",
"heading_gold_reasons": "经济来源",
"heading_xp_reasons": "经验来源",
"heading_performances": "表现",
"heading_support": "辅助",
"heading_purchase_log": "购买物品",
"heading_casts": "主动物品/技能",
"heading_objective_damage": "建筑伤害",
"heading_runes": "神符",
"heading_vision": "视野",
"heading_actions": "操作",
"heading_analysis": "分析",
"heading_cosmetics": "奖杯",
"heading_log": "记录",
"heading_chat": "聊天",
"heading_story": "战况",
"heading_fantasy": "梦幻联赛",
"heading_wardmap": "眼位",
"heading_wordcloud": "词云",
"heading_wordcloud_said": "发出(所有人)",
"heading_wordcloud_read": "收到(所有人)",
"heading_kda": "KDA",
"heading_gold_per_min": "每分钟金钱",
"heading_xp_per_min": "每分钟经验",
"heading_denies": "反补",
"heading_lane_efficiency_pct": "前 10 分钟发育",
"heading_duration": "时长",
"heading_level": "等级",
"heading_hero_damage": "英雄伤害",
"heading_tower_damage": "防御塔伤害",
"heading_hero_healing": "英雄治疗",
"heading_tower_kills": "摧毁防御塔",
"heading_stuns": "控制时间",
"heading_neutral_kills": "击杀野怪",
"heading_courier_kills": "击杀信使",
"heading_purchase_tpscroll": "购买TP",
"heading_purchase_ward_observer": "购买假眼",
"heading_purchase_ward_sentry": "购买真眼",
"heading_purchase_gem": "购买宝石",
"heading_purchase_rapier": "购买圣剑",
"heading_pings": "小地图信号",
"heading_throw": "放弃",
"heading_comeback": "翻盘",
"heading_stomp": "碾压",
"heading_loss": "被碾压",
"heading_actions_per_min": "每分钟操作",
"heading_leaver_status": "离开状态",
"heading_game_mode": "游戏模式",
"heading_lobby_type": "游戏类型",
"heading_lane_role": "分路角色",
"heading_region": "地区",
"heading_patch": "版本",
"heading_win_rate": "胜率",
"heading_is_radiant": "阵营",
"heading_avg_and_max": "平均/最大值",
"heading_total_matches": "所有比赛",
"heading_median": "中路",
"heading_distinct_heroes": "按英雄分类",
"heading_team_elo_rankings": "Elo等级分排名",
"heading_ability_build": "技能加点",
"heading_attack": "基础攻击",
"heading_attack_range": "攻击范围",
"heading_attack_speed": "攻击速度",
"heading_projectile_speed": "弹道速度",
"heading_base_health": "生命值",
"heading_base_health_regen": "生命回复",
"heading_base_mana": "魔法值",
"heading_base_mana_regen": "魔法回复",
"heading_base_armor": "基础护甲",
"heading_base_mr": "魔法抗性",
"heading_move_speed": "移动速度",
"heading_turn_rate": "转身速度",
"heading_legs": "腿数",
"heading_cm_enabled": "是否启用队长模式",
"heading_current_players": "当前玩家",
"heading_former_players": "前队员",
"heading_damage_dealt": "造成伤害",
"heading_damage_received": "承受伤害",
"show_details": "显示详情",
"hide_details": "隐藏详情",
"subheading_avg_and_max": "in last {0} displayed matches",
"subheading_records": "在天梯比赛中。每周重置。",
"subheading_team_elo_rankings": "k = 32, init = 1000",
"hero_pro_tab": "职业比赛",
"hero_public_tab": "公开",
"hero_pro_heading": "职业比赛中的英雄",
"hero_public_heading": "公共比赛中的英雄(取样)",
"hero_this_month": "近 30 天比赛",
"hero_pick_ban_rate": "职业比赛 BAN 选率",
"hero_pick_rate": "职业比赛 选择率",
"hero_ban_rate": "职业比赛 禁率",
"hero_win_rate": "职业比赛 胜率",
"hero_5000_pick_rate": "五千分以上局 选择概率",
"hero_5000_win_rate": "五千分以上局 胜率",
"hero_4000_pick_rate": "四千分局 选择概率",
"hero_4000_win_rate": "四千分局 胜率",
"hero_3000_pick_rate": "三千分局 选择概率",
"hero_3000_win_rate": "三千分局 胜率",
"hero_2000_pick_rate": "二千分局 选择概率",
"hero_2000_win_rate": "二千分局 胜率",
"hero_1000_pick_rate": "低于两千分 选择概率",
"hero_1000_win_rate": "低于两千分 胜率",
"home_login": "登录",
"home_login_desc": "以自动分析数据",
"home_parse": "请求",
"home_parse_desc": "特定的比赛",
"home_why": "",
"home_opensource_title": "开源",
"home_opensource_desc": "项目的所有代码均开源,人人均可优化和修改。",
"home_indepth_title": "专业",
"home_indepth_desc": "经过分析的录像可以提供专业和深度的数据。",
"home_free_title": "免费",
"home_free_desc": "支持者捐助服务器,志愿者维护代码,所有的服务均免费提供。",
"home_background_by": "背景图片创作",
"home_sponsored_by": "支持者",
"home_become_sponsor": "成为支持者",
"items_name": "物品名称",
"items_built": "物品配备次数",
"items_matches": "物品配备场次",
"items_uses": "物品使用次数",
"items_uses_per_match": "购买了此物品的比赛中它被使用的平均次数",
"items_timing": "购买此物品的平均次数",
"items_build_pct": "购买了此物品的比赛占总场次百分比",
"items_win_pct": "所有胜场比赛中,此物品出现百分比",
"lane_role_0": "未知",
"lane_role_1": "优势路",
"lane_role_2": "中路",
"lane_role_3": "劣势路",
"lane_role_4": "打野",
"lane_pos_1": "下",
"lane_pos_2": "中",
"lane_pos_3": "上",
"lane_pos_4": "天辉野区",
"lane_pos_5": "夜魇野区",
"leaver_status_0": "无",
"leaver_status_1": "安全离开",
"leaver_status_2": "已放弃(掉线)",
"leaver_status_3": "已放弃",
"leaver_status_4": "已放弃(挂机)",
"leaver_status_5": "未连接",
"leaver_status_6": "未连接(超时)",
"lobby_type_0": "普通",
"lobby_type_1": "练习赛",
"lobby_type_2": "锦标赛",
"lobby_type_3": "教程",
"lobby_type_4": "合作对抗机器人",
"lobby_type_5": "天梯组队匹配(旧有)",
"lobby_type_6": "天梯单排(旧有)",
"lobby_type_7": "天梯",
"lobby_type_8": "中路对单",
"lobby_type_9": "勇士联赛",
"match_radiant_win": "天辉胜利",
"match_dire_win": "夜魇胜利",
"match_team_win": "胜利",
"match_ended": "结束于",
"match_id": "比赛编号",
"match_region": "地区",
"match_avg_mmr": "平均分数",
"match_button_parse": "分析",
"match_button_reparse": "重新分析",
"match_button_replay": "回放",
"match_button_video": "获取录像",
"match_first_tower": "第一座塔",
"match_first_barracks": "第一个兵营",
"match_pick": "选择",
"match_ban": "禁止",
"matches_highest_mmr": "高分公开",
"matches_lowest_mmr": "低天梯分",
"meta_title": "玩法",
"meta_description": "基于24小时内的样本公开比赛数据进行高级查询",
"mmr_not_up_to_date": "为什么 MMR 没有更新?",
"npc_dota_beastmaster_boar_#": "豪猪",
"npc_dota_lesser_eidolon": "次级精神体",
"npc_dota_eidolon": "精神体",
"npc_dota_greater_eidolon": "巨型精神体",
"npc_dota_dire_eidolon": "恐怖精神体",
"npc_dota_invoker_forged_spirit": "熔炉精灵",
"npc_dota_furion_treant_large": "大树人",
"npc_dota_beastmaster_hawk_#": "战鹰",
"npc_dota_lycan_wolf#": "精灵狼",
"npc_dota_neutral_mud_golem_split_doom": "小末日使者",
"npc_dota_broodmother_spiderling": "蜘蛛幼虫",
"npc_dota_broodmother_spiderite": "蜘蛛寄生",
"npc_dota_furion_treant": "树人",
"npc_dota_unit_undying_zombie": "小僵尸",
"npc_dota_unit_undying_zombie_torso": "小僵尸",
"npc_dota_brewmaster_earth_#": "大地(酒仙)",
"npc_dota_brewmaster_fire_#": "火焰(酒仙)",
"npc_dota_lone_druid_bear#": "熊灵",
"npc_dota_brewmaster_storm_#": "风暴(酒仙)",
"npc_dota_visage_familiar#": "佣兽",
"npc_dota_warlock_golem_#": "术士地狱火",
"npc_dota_warlock_golem_scepter_#": "术士地狱火",
"npc_dota_witch_doctor_death_ward": "死亡守卫",
"npc_dota_tusk_frozen_sigil#": "冰封魔印",
"npc_dota_juggernaut_healing_ward": "治疗守卫",
"npc_dota_techies_land_mine": "感应地雷",
"npc_dota_shadow_shaman_ward_#": "毒蛇守卫",
"npc_dota_pugna_nether_ward_#": "幽冥守卫",
"npc_dota_venomancer_plague_ward_#": "瘟疫守卫",
"npc_dota_rattletrap_cog": "能量齿轮",
"npc_dota_templar_assassin_psionic_trap": "灵能陷阱",
"npc_dota_techies_remote_mine": "遥控炸弹",
"npc_dota_techies_stasis_trap": "麻痹陷阱",
"npc_dota_phoenix_sun": "超新星",
"npc_dota_unit_tombstone#": "墓碑",
"npc_dota_treant_eyes": "丛林之眼",
"npc_dota_gyrocopter_homing_missile": "追踪导弹",
"npc_dota_weaver_swarm": "虫群",
"objective_tower1_top": "上路一塔",
"objective_tower1_mid": "中路一塔",
"objective_tower1_bot": "下路一塔",
"objective_tower2_top": "上路二塔",
"objective_tower2_mid": "中路二塔",
"objective_tower2_bot": "下路二塔",
"objective_tower3_top": "上路高地塔",
"objective_tower3_mid": "中路高地塔",
"objective_tower3_bot": "下路高地塔",
"objective_rax_top": "上路兵营",
"objective_rax_mid": "中路兵营",
"objective_rax_bot": "下路兵营",
"objective_tower4": "内塔",
"objective_fort": "远古遗迹",
"objective_shrine": "圣坛",
"objective_roshan": "肉山",
"tooltip_objective_tower1_top": "对上路一塔造成的伤害",
"tooltip_objective_tower1_mid": "对中路一塔造成的伤害",
"tooltip_objective_tower1_bot": "对下路一塔造成的伤害",
"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": "首页",
"pagination_last": "最近",
"pagination_of": "of",
"peers_none": "此玩家无比赛数据",
"rank_tier_0": "未校准",
"rank_tier_1": "先锋",
"rank_tier_2": "卫士",
"rank_tier_3": "中军",
"rank_tier_4": "统帅",
"rank_tier_5": "传奇",
"rank_tier_6": "万古流芳",
"rank_tier_7": "超凡入圣",
"rank_tier_8": "冠绝一世",
"request_title": "请求分析",
"request_match_id": "比赛 ID",
"request_invalid_match_id": "无效的比赛ID",
"request_error": "获取比赛数据失败",
"request_submit": "提交",
"roaming": "游走",
"rune_0": "双倍伤害",
"rune_1": "极速",
"rune_2": "幻象",
"rune_3": "隐身",
"rune_4": "恢复",
"rune_5": "赏金",
"rune_6": "奥术",
"rune_7": "水",
"search_title": "搜索玩家昵称,比赛ID...",
"skill_0": "未知等级比赛",
"skill_1": "Normal等级",
"skill_2": "High等级",
"skill_3": "Very High等级",
"story_invalid_template": "(无效的模板)",
"story_error": "在导出这场比赛的战报时发生了错误",
"story_intro": "{date},两支队伍决定在 在 {region} 进行一场 {game_mode_article} {game_mode} 模式的 Dota 2 比赛。他们这时还不知道,这场比赛会持续 {duration_in_words}。",
"story_invalid_hero": "未识别的英雄",
"story_fullstop": "。",
"story_list_2": "{1} 和 {2}",
"story_list_3": "{1}、{2} 和 {3}",
"story_list_n": "{i}、{rest}",
"story_firstblood": "{killer} 在 {time} 击杀了 {victim},获得了第一滴血",
"story_chatmessage": "“{message}”,{player}{said_verb}",
"story_teamfight": "{winning_team} 获得了团战胜利,以 {win_dead} 的牺牲为代价击杀了 {lose_dead} ,获得了 {net_change} 的经济优势",
"story_teamfight_none_dead": "{winning_team} 以 0 换 {lose_dead} 的战绩获得了团战胜利,带来了 {net_change} 的经济收入",
"story_teamfight_none_dead_loss": "{winning_team} 奇怪地获得了团战胜利,获得了{net_change} 的经济优势,尽管他们没有击杀任何人并且牺牲了{win_dead}",
"story_lane_intro": "比赛开始后十分钟,各分路的情况如下:",
"story_lane_radiant_win": "{radiant_players} 在 {lane}路 压制了 {dire_players}",
"story_lane_radiant_lose": "{radiant_players} 在与 {dire_players} 的 {lane} 路对线中处于劣势",
"story_lane_draw": "{radiant_players} 与 {dire_players} 双方在 {lane} 路对线中打成均势",
"story_lane_free": "{players} 在 {lane} 路无干扰发育",
"story_lane_empty": "{lane}路 无人",
"story_lane_jungle": "{players} 在野区发育",
"story_lane_roam": "{players} 在游走",
"story_roshan": "{team} 击杀了肉山",
"story_aegis": "{player} {action} 不朽盾",
"story_gameover": "本次团战以 {winning_team} 的胜利告终,共持续 {duration},天辉对夜魇的比分为 {radiant_score}:{dire_score}",
"story_during_teamfight": "本次团战中,{events}",
"story_after_teamfight": "本次团战后,{events}",
"story_expensive_item": "{player} 在 {time} 购买了 {item},是本次比赛中首次购买超过 {price_limit} 金币的物品",
"story_building_destroy": "{building} 被摧毁",
"story_building_destroy_player": "{player} 摧毁了 {building}",
"story_building_deny_player": "{player} 反补了 {building}",
"story_building_list_destroy": "{buildings} 被摧毁",
"story_courier_kill": "{team} 信使被击杀",
"story_tower": "{team} {lane} 路的 {tier} 层防御塔",
"story_tower_simple": "{team} 的一座防御塔",
"story_towers_n": "{team} 队伍的 {n} 座防御塔",
"story_barracks": "{team} {lane}路 {rax_type}",
"story_barracks_both": "{team} {lane} 的两座兵营",
"story_time_marker": "{minutes} 分钟",
"story_item_purchase": "{player} 在 {time} 购买了 {item}",
"story_predicted_victory": "{players} 预测 {team} 将取得胜利",
"story_predicted_victory_empty": "没有人",
"story_networth_diff": "{percent}% / {gold} 差异",
"story_gold": "经济",
"story_chat_asked": "问道",
"story_chat_said": "说道",
"tab_overview": "概观",
"tab_matches": "近期战绩",
"tab_heroes": "英雄",
"tab_peers": "伙伴",
"tab_pros": "职业选手",
"tab_activity": "活动",
"tab_records": "记录",
"tab_totals": "分类统计",
"tab_counts": "总计",
"tab_histograms": "直方图",
"tab_trends": "趋势",
"tab_items": "物品",
"tab_wardmap": "眼位",
"tab_wordcloud": "词云",
"tab_mmr": "天梯分数",
"tab_rankings": "排名",
"tab_drafts": "阵容",
"tab_benchmarks": "评估",
"tab_performances": "表现",
"tab_damage": "伤害",
"tab_purchases": "购买物品",
"tab_farm": "打钱",
"tab_combat": "战斗",
"tab_graphs": "曲线图",
"tab_casts": "主动物品/技能",
"tab_vision": "视野",
"tab_objectives": "目标",
"tab_teamfights": "团战",
"tab_actions": "操作",
"tab_analysis": "分析",
"tab_cosmetics": "饰品",
"tab_log": "记录",
"tab_chat": "聊天",
"tab_story": "战报",
"tab_fantasy": "梦幻联赛",
"tab_laning": "分路",
"tab_recent": "近期",
"tab_matchups": "匹配",
"tab_durations": "时长",
"tab_players": "玩家",
"placeholder_filter_heroes": "英雄筛选",
"td_win": "比赛胜利",
"td_loss": "比赛失败",
"td_no_result": "无结果",
"th_hero_id": "击杀英雄",
"th_match_id": "比赛ID",
"th_account_id": "帐户 ID",
"th_result": "胜败",
"th_skill": "水平",
"th_duration": "时长",
"th_games": "次数",
"th_games_played": "游戏次数",
"th_win": "胜率",
"th_advantage": "优势",
"th_with_games": "己方",
"th_with_win": "己方胜率",
"th_against_games": "对方",
"th_against_win": "对方胜率",
"th_gpm_with": "GPM",
"th_xpm_with": "XPM",
"th_avatar": "玩家",
"th_last_played": "最近",
"th_record": "记录",
"th_title": "标题",
"th_category": "分类",
"th_matches": "近期战绩",
"th_percentile": "百分比",
"th_rank": "排名",
"th_items": "物品",
"th_stacked": "拉野",
"th_multikill": "连杀",
"th_killstreak": "连杀记录",
"th_stuns": "控制时间",
"th_dead": "死亡",
"th_buybacks": "买活",
"th_biggest_hit": "最高单次伤害",
"th_lane": "分路",
"th_map": "热力图",
"th_lane_efficiency": "前10分钟发育",
"th_lhten": "前10分钟正补",
"th_dnten": "前10分钟反补",
"th_tpscroll": "回城卷轴",
"th_ward_observer": "侦查守卫",
"th_ward_sentry": "岗哨守卫",
"th_smoke_of_deceit": "诡计之雾",
"th_dust": "显隐之尘",
"th_gem": "宝石",
"th_time": "时间",
"th_message": "信息",
"th_heroes": "英雄",
"th_creeps": "小兵",
"th_neutrals": "中立生物",
"th_ancients": "远古",
"th_towers": "防御塔",
"th_couriers": "信使",
"th_roshan": "肉山",
"th_necronomicon": "死灵书",
"th_other": "其它",
"th_cosmetics": "饰品",
"th_damage_received": "承受伤害",
"th_damage_dealt": "造成伤害",
"th_players": "玩家",
"th_analysis": "分析",
"th_death": "死亡",
"th_damage": "伤害",
"th_healing": "治疗",
"th_gold": "经济",
"th_xp": "经验",
"th_abilities": "技能",
"th_target_abilities": "技能施放目标",
"th_mmr": "天梯积分",
"th_level": "等级",
"th_kills": "击杀",
"th_kills_per_min": "每分钟击杀",
"th_deaths": "死亡",
"th_assists": "助攻",
"th_last_hits": "正补",
"th_last_hits_per_min": "每分钟正补",
"th_denies": "反补",
"th_gold_per_min": "GPM",
"th_xp_per_min": "XPM",
"th_stuns_per_min": "每分钟眩晕次数",
"th_hero_damage": "英雄伤害",
"th_hero_damage_per_min": "英雄伤害/分",
"th_hero_healing": "英雄治疗",
"th_hero_healing_per_min": "英雄治疗/分",
"th_tower_damage": "防御塔伤害",
"th_tower_damage_per_min": "每分钟防御塔伤害",
"th_kda": "KDA",
"th_actions_per_min": "APM",
"th_pings": "发信号",
"th_DOTA_UNIT_ORDER_MOVE_TO_POSITION": "移动(位置)",
"th_DOTA_UNIT_ORDER_MOVE_TO_TARGET": "移动(目标)",
"th_DOTA_UNIT_ORDER_ATTACK_TARGET": "攻击(目标)",
"th_DOTA_UNIT_ORDER_ATTACK_MOVE": "攻击(位置)",
"th_DOTA_UNIT_ORDER_CAST_POSITION": "释放(位置)",
"th_DOTA_UNIT_ORDER_CAST_TARGET": "释放(目标)",
"th_DOTA_UNIT_ORDER_CAST_NO_TARGET": "施放(无目标)",
"th_DOTA_UNIT_ORDER_HOLD_POSITION": "固守原位",
"th_DOTA_UNIT_ORDER_GLYPH": "标记",
"th_DOTA_UNIT_ORDER_RADAR": "扫描",
"th_ability_builds": "加点",
"th_purchase_shorthand": "快捷购买",
"th_use_shorthand": "使用",
"th_duration_shorthand": "时长",
"th_country": "国家/地区",
"th_count": "总计",
"th_sum": "总和",
"th_average": "平均",
"th_name": "名称",
"th_team_name": "团队名称",
"th_score": "分数",
"th_casts": "主动物品/技能",
"th_hits": "补刀数",
"th_wins": "胜",
"th_losses": "败",
"th_winrate": "胜率",
"th_solo_mmr": "单排天梯积分",
"th_party_mmr": "组队天梯分数",
"th_estimated_mmr": "预测天梯分数",
"th_permanent_buffs": "增益状态",
"th_winner": "胜者",
"th_played_with": "我的记录",
"th_obs_placed": "假眼放置",
"th_sen_placed": "真眼放置",
"th_obs_destroyed": "假眼排除",
"th_sen_destroyed": "岗哨守卫摧毁",
"th_scans_used": "扫描使用",
"th_glyphs_used": "符文使用",
"th_legs": "腿部",
"th_fantasy_points": "梦幻点数",
"th_rating": "等级分",
"th_teamfight_participation": "参战",
"th_firstblood_claimed": "第一滴血",
"th_observers_placed": "假眼",
"th_camps_stacked": "屯野",
"th_league": "联赛",
"th_attack_type": "攻击类型",
"th_primary_attr": "主属性",
"th_opposing_team": "敌方",
"ward_log_type": "类型:",
"ward_log_owner": "拥有者:",
"ward_log_entered_at": "放置",
"ward_log_left_at": "左:",
"ward_log_duration": "持续时间",
"ward_log_killed_by": "被此英雄摧毁:",
"log_detail": "详细信息",
"log_heroes": "指定英雄",
"tier_professional": "职业比赛",
"tier_premium": "高级版",
"time_past": "{0}之前",
"time_just_now": "刚刚",
"time_s": "1 秒",
"time_abbr_s": "{0}s",
"time_ss": "{0} 秒",
"time_abbr_ss": "{0}s",
"time_m": "1 分钟",
"time_abbr_m": "{0}m",
"time_mm": "{0} 分钟",
"time_abbr_mm": "{0}m",
"time_h": "1 小时",
"time_abbr_h": "{0}h",
"time_hh": "{0} hours",
"time_abbr_hh": "{0}h",
"time_d": "1 天",
"time_abbr_d": "{0}d",
"time_dd": "{0} 天",
"time_abbr_dd": "{0}d",
"time_M": "1 个月",
"time_abbr_M": "{0}mo",
"time_MM": "{0} 个月",
"time_abbr_MM": "{0}mo",
"time_y": "1 年",
"time_abbr_y": "{0}y",
"time_yy": "{0} 年",
"time_abbr_yy": "{0}y",
"timeline_firstblood": "获得第一滴血",
"timeline_firstblood_key": "杀死该英雄获得第一滴血:",
"timeline_aegis_picked_up": "拾取",
"timeline_aegis_snatched": "夺取",
"timeline_aegis_denied": "反补",
"timeline_teamfight_deaths": "死亡",
"timeline_teamfight_gold_delta": "金钱变化",
"title_default": "OpenDota-Dota 2 统计",
"title_template": "OpenDota-Dota 2 统计",
"title_matches": "比赛",
"title_request": "请求分析录像",
"title_search": "搜索",
"title_status": "状态",
"title_explorer": "数据探索器",
"title_meta": "玩法",
"title_records": "记录",
"title_api": "Opendota API:为您的应用程序提供先进的 Dota 2 统计",
"tooltip_mmr": "玩家单排天梯积分",
"tooltip_abilitydraft": "技能征召",
"tooltip_level": "结束游戏时的英雄等级",
"tooltip_kills": "击杀次数",
"tooltip_deaths": "死亡次数",
"tooltip_assists": "助攻次数",
"tooltip_last_hits": "正补数量",
"tooltip_denies": "反补数量",
"tooltip_gold": "获得的总金钱",
"tooltip_gold_per_min": "每分钟平均金钱",
"tooltip_xp_per_min": "每分钟平均经验",
"tooltip_stuns_per_min": "秒每分钟晕眩英雄",
"tooltip_last_hits_per_min": "每分钟平均正补",
"tooltip_kills_per_min": "每分钟平均击杀",
"tooltip_hero_damage_per_min": "每分钟平均英雄伤害",
"tooltip_hero_healing_per_min": "每分钟平均英雄治疗",
"tooltip_tower_damage_per_min": "每分钟平均防御塔伤害",
"tooltip_actions_per_min": "每分钟平均操作",
"tooltip_hero_damage": "对敌方英雄造成的伤害",
"tooltip_tower_damage": "对防御塔造成的伤害",
"tooltip_hero_healing": "对己方英雄的治疗量",
"tooltip_duration": "比赛的总时长",
"tooltip_first_blood_time": "第一滴血发生时间",
"tooltip_kda": "(击杀+助攻)/(死亡),死亡为0时除以1",
"tooltip_stuns": "晕眩英雄的时间(秒)",
"tooltip_dead": "死亡时间",
"tooltip_buybacks": "买活次数",
"tooltip_camps_stacked": "堆积野怪次数",
"tooltip_tower_kills": "摧毁防御塔数量",
"tooltip_neutral_kills": "击杀中立生物数量",
"tooltip_courier_kills": "击杀信使次数",
"tooltip_purchase_tpscroll": "购买回程卷轴数量",
"tooltip_purchase_ward_observer": "购买侦查守卫(假眼)次数",
"tooltip_purchase_ward_sentry": "购买岗哨守卫(真眼)次数",
"tooltip_purchase_smoke_of_deceit": "购买诡计之雾次数",
"tooltip_purchase_dust": "购买显隐之尘(粉)次数",
"tooltip_purchase_gem": "购买真视宝石次数",
"tooltip_purchase_rapier": "购买圣剑次数",
"tooltip_purchase_buyback": "买活次数",
"tooltip_duration_observer": "侦查守卫(假眼)的平均持续时长",
"tooltip_duration_sentry": "岗哨守卫(真眼)的平均持续时长",
"tooltip_used_ward_observer": "游戏期间放置侦查守卫(假眼)次数",
"tooltip_used_ward_sentry": "游戏期间放置岗哨守卫(真眼)次数",
"tooltip_used_dust": "游戏中显影之尘的使用次数",
"tooltip_used_smoke_of_deceit": "游戏中诡计之雾的使用次数",
"tooltip_parsed": "录像已分析,将能看到更多的数据。",
"tooltip_unparsed": "此录像暂未分析,有些数据暂时无法获取。",
"tooltip_hero_id": "The hero played",
"tooltip_result": "玩家此场比赛是否获胜",
"tooltip_match_id": "这场比赛的比赛编号",
"tooltip_game_mode": "这场比赛的游戏模式",
"tooltip_skill": "MMR 大致区间,以 0、3200 和 3700 分隔",
"tooltip_ended": "游戏结束的时间",
"tooltip_pick_order": "此玩家选择英雄的排序",
"tooltip_throw": "失败的比赛中最大的经济领先",
"tooltip_comeback": "获胜的比赛中最大的经济落后",
"tooltip_stomp": "获胜的比赛中最大的经济领先",
"tooltip_loss": "失败的比赛中最大的经济落后",
"tooltip_items": "购买的物品",
"tooltip_permanent_buffs": "Permanent buffs such as Flesh Heap stacks or Tomes of Knowledge used",
"tooltip_lane": "根据游戏前期英雄位置推断的分路",
"tooltip_map": "游戏前期玩家热力图",
"tooltip_lane_efficiency": "前10分钟内这个分路上出现资源的百分比",
"tooltip_lane_efficiency_pct": "前 10 分钟线上经济占比(补刀+被动获得+初始)",
"tooltip_pings": "在小地图上发信号的次数",
"tooltip_DOTA_UNIT_ORDER_MOVE_TO_POSITION": "玩家向某个点移动的次数",
"tooltip_DOTA_UNIT_ORDER_MOVE_TO_TARGET": "玩家向某个目标移动的次数",
"tooltip_DOTA_UNIT_ORDER_ATTACK_MOVE": "玩家向某个点攻击的次数(移动攻击)",
"tooltip_DOTA_UNIT_ORDER_ATTACK_TARGET": "玩家向某个目标攻击的次数",
"tooltip_DOTA_UNIT_ORDER_CAST_POSITION": "玩家施放非指向性技能或使用非指向性物品次数",
"tooltip_DOTA_UNIT_ORDER_CAST_TARGET": "玩家向某个目标释放技能或物品的次数",
"tooltip_DOTA_UNIT_ORDER_CAST_NO_TARGET": "玩家施放指向性技能或使用指向性物品次数",
"tooltip_DOTA_UNIT_ORDER_HOLD_POSITION": "玩家驻守的次数",
"tooltip_DOTA_UNIT_ORDER_GLYPH": "激活防御符文次数",
"tooltip_DOTA_UNIT_ORDER_RADAR": "玩家使用扫描的次数",
"tooltip_last_played": "与此玩家/英雄最近的一次比赛",
"tooltip_matches": "比赛中遇到此玩家",
"tooltip_played_as": "使用该英雄的次数",
"tooltip_played_with": "在已方的次数",
"tooltip_played_against": "在敌方的次数",
"tooltip_tombstone_victim": "施放在这里",
"tooltip_tombstone_killer": "被此英雄摧毁:",
"tooltip_win_pct_as": "使用该英雄的胜率",
"tooltip_win_pct_with": "在已方时,己方胜率",
"tooltip_win_pct_against": "在敌方时,己方胜率",
"tooltip_lhten": "前 10 分钟正补数量",
"tooltip_dnten": "前 10 分钟反补数量",
"tooltip_biggest_hit": "对英雄造成的最大单次伤害",
"tooltip_damage_dealt": "使用物品或技能造成的最大伤害",
"tooltip_damage_received": "受到物品或技能的最大伤害",
"tooltip_registered_user": "已注册用户",
"tooltip_ability_builds": "加点",
"tooltip_ability_builds_expired": "这场比赛的加点信息已过期,请重新分析比赛。",
"tooltip_multikill": "多杀记录",
"tooltip_killstreak": "连杀记录",
"tooltip_casts": "该物品/技能主动释放的次数",
"tooltip_target_abilities": "被该英雄技能选定次数",
"tooltip_hits": "该物品/技能主动释放对英雄产生伤害的次数",
"tooltip_damage": "该物品/技能主动释放对英雄造成的伤害",
"tooltip_autoattack_other": "自动攻击/其它",
"tooltip_estimated_mmr": "基于此玩家最近比赛中其它可见分数选手的平均值计算",
"tooltip_backpack": "背包",
"tooltip_others_tracked_deaths": "施加追踪术后的击杀",
"tooltip_others_track_gold": "追踪术所获金钱",
"tooltip_others_greevils_gold": "地精的贪婪所获金钱",
"tooltip_advantage": "按 Wilson 评分计算",
"tooltip_winrate_samplesize": "获胜概率与样品大小",
"tooltip_teamfight_participation": "Amount of participation in teamfights",
"histograms_name": "直方图",
"histograms_description": "百分比表示当前标签下的胜率",
"histograms_actions_per_min_description": "每分钟操作数",
"histograms_comeback_description": "获胜的比赛中最大的经济落后",
"histograms_lane_efficiency_pct_description": "前 10 分钟线上经济占比(补刀+被动获得+初始)",
"histograms_gold_per_min_description": "每分钟平均金钱",
"histograms_hero_damage_description": "对敌方英雄造成的伤害",
"histograms_hero_healing_description": "对己方英雄的治疗量",
"histograms_level_description": "在游戏中达到的水平",
"histograms_loss_description": "失败的比赛中最大的经济落后",
"histograms_pings_description": "在小地图上发信号的次数",
"histograms_stomp_description": "获胜的比赛中最大的经济领先",
"histograms_stuns_description": "晕眩英雄的时间(秒)",
"histograms_throw_description": "失败的比赛中最大的经济领先",
"histograms_purchase_tpscroll_description": "购买回程卷轴数量",
"histograms_xp_per_min_description": "每分钟平均经验",
"trends_name": "趋势",
"trends_description": "近 20 场比赛累计平均值",
"trends_tooltip_average": "平均",
"trends_no_data": "抱歉, 没有所需要的数据",
"xp_reasons_0": "其它",
"xp_reasons_1": "英雄",
"xp_reasons_2": "小兵",
"xp_reasons_3": "肉山",
"rankings_description": "",
"rankings_none": "该玩家在任何英雄上都没有排名。",
"region_0": "自动",
"region_1": "美国西部",
"region_2": "美国东部",
"region_3": "卢森堡",
"region_5": "新加坡",
"region_6": "迪拜",
"region_7": "澳大利亚",
"region_8": "斯德哥尔摩",
"region_9": "奥地利",
"region_10": "巴西",
"region_11": "南非",
"region_12": "电信(上海)",
"region_13": "联通(一)",
"region_14": "智利",
"region_15": "秘鲁",
"region_16": "印度",
"region_17": "电信(广东)",
"region_18": "电信(浙江)",
"region_19": "日本",
"region_20": "电信(华中)",
"region_25": "联通(二)",
"vision_expired": "过期后",
"vision_destroyed": "已被摧毁",
"vision_all_time": "全部时间",
"vision_placed_observer": "放置侦查守卫于",
"vision_placed_sentry": "放置岗哨守卫于",
"vision_ward_log": "眼位记录",
"chat_category_faction": "阵营",
"chat_category_type": "类型",
"chat_category_target": "目标",
"chat_category_other": "其它",
"chat_filter_text": "文字",
"chat_filter_phrases": "词语",
"chat_filter_audio": "音效",
"chat_filter_spam": "垃圾话",
"chat_filter_all": "全屏",
"chat_filter_allies": "队友",
"chat_filter_spectator": "观战者",
"chat_filtered": "已过滤",
"advb_almost": "几乎",
"advb_over": "结束",
"advb_about": "关于",
"article_before_consonant_sound": "一个",
"article_before_vowel_sound": "一个",
"statement_long": "hypothesised",
"statement_shouted": "吼道",
"statement_excited": "解释道",
"statement_normal": "说道",
"statement_laughed": "笑道",
"question_long": "raised, in need of answers",
"question_shouted": "询问道",
"question_excited": "质问道",
"question_normal": "问道",
"question_laughed": "嘲笑",
"statement_response_long": "建议道",
"statement_response_shouted": "不满地回应道",
"statement_response_excited": "解释道",
"statement_response_normal": "回应道",
"statement_response_laughed": "笑道",
"statement_continued_long": "ranted",
"statement_continued_shouted": "continued furiously",
"statement_continued_excited": "继续道",
"statement_continued_normal": "说到",
"statement_continued_laughed": "继续",
"question_response_long": "建议道",
"question_response_shouted": "回想起来,出于无奈",
"question_response_excited": "争吵起来",
"question_response_normal": "反驳道",
"question_response_laughed": "笑道",
"question_continued_long": "提议",
"question_continued_shouted": "愤怒地问",
"question_continued_excited": "友好地问道",
"question_continued_normal": "问道",
"question_continued_laughed": "欣喜地问道",
"hero_disclaimer_pro": "来自职业比赛的数据",
"hero_disclaimer_public": "来自公开比赛的数据",
"hero_duration_x_axis": "分钟",
"top_tower": "上路防御塔",
"bot_tower": "下路防御塔",
"mid_tower": "中路防御塔",
"top_rax": "上路兵营",
"bot_rax": "下路兵营",
"mid_rax": "中路兵营",
"tier1": "一塔",
"tier2": "二塔",
"tier3": "三塔",
"tier4": "四塔",
"show_consumables_items": "显示消耗物品",
"activated": "激活",
"rune": "神符",
"placement": "位置",
"exclude_turbo_matches": "排除加速模式",
"scenarios_subtitle": "探索在比赛中发生的不同因素组合的胜率",
"scenarios_info": "Data compiled from matches in the last {0} weeks",
"scenarios_item_timings": "物品计时",
"scenarios_misc": "其他",
"scenarios_time": "时间",
"scenarios_item": "物品",
"scenarios_game_duration": "游戏持续时间",
"scenarios_scenario": "场景",
"scenarios_first_blood": "小组获得第一滴血",
"scenarios_courier_kill": "队在3分钟的标记之前击杀敌方信使",
"scenarios_pos_chat_1min": "队在1分钟的标记之前聊天积极",
"scenarios_neg_chat_1min": "队在1分钟的标记之前聊天消极",
"gosu_default": "获取个人建议",
"gosu_benchmarks": "获取你的英雄、分路和角色相关的基准值",
"gosu_performances": "获取您的地图控制权值",
"gosu_laning": "明白你为什么命中丢失",
"gosu_combat": "了解为什么尝试击杀却失败",
"gosu_farm": "明白你为什么命中丢失",
"gosu_vision": "获取你防守中击杀英雄数量",
"gosu_actions": "获取你使用鼠标和热键时丢失的时间",
"gosu_teamfights": "在团战中找到目标对象",
"gosu_analysis": "得到你实际的 MMR 分数",
"back2Top": "返回页首",
"activity_subtitle": "Click on a day for detailed information"
} | odota/web/src/lang/zh-CN.json/0 | {
"file_path": "odota/web/src/lang/zh-CN.json",
"repo_id": "odota",
"token_count": 26751
} | 263 |
[
{
"id": 1,
"name": "npc_dota_hero_antimage",
"localized_name": "Anti-Mage",
"primary_attr": "agi",
"attack_type": "Melee",
"roles": [
"Carry",
"Escape",
"Nuker"
],
"img": "/apps/dota2/images/dota_react/heroes/antimage_full.png?",
"icon": "/apps/dota2/images/dota_react/heroes/antimage_icon.png",
"base_health": 200,
"base_health_regen": 1.75,
"base_mana": 75,
"base_mana_regen": 0.9,
"base_armor": -1,
"base_mr": 25,
"base_attack_min": 29,
"base_attack_max": 33,
"base_str": 23,
"base_agi": 22,
"base_int": 12,
"str_gain": 1.3,
"agi_gain": 2.8,
"int_gain": 1.8,
"attack_range": 150,
"projectile_speed": 0,
"attack_rate": 1.4,
"move_speed": 310,
"turn_rate": 0.5,
"cm_enabled": true,
"legs": 2,
"pro_ban": 2,
"hero_id": 1,
"pro_win": 0,
"pro_pick": 1,
"8_pick": 76,
"8_win": 34,
"3_pick": 41605,
"3_win": 21018,
"1_pick": 5273,
"1_win": 2554,
"7_pick": 1126,
"7_win": 573,
"6_pick": 8789,
"6_win": 4557,
"5_pick": 36786,
"5_win": 18991,
"2_pick": 20471,
"2_win": 10193,
"4_pick": 56163,
"4_win": 28784
},
{
"id": 2,
"name": "npc_dota_hero_axe",
"localized_name": "Axe",
"primary_attr": "str",
"attack_type": "Melee",
"roles": [
"Initiator",
"Durable",
"Disabler",
"Jungler"
],
"img": "/apps/dota2/images/dota_react/heroes/axe_full.png?",
"icon": "/apps/dota2/images/dota_react/heroes/axe_icon.png",
"base_health": 200,
"base_health_regen": 4.25,
"base_mana": 75,
"base_mana_regen": 0.9,
"base_armor": -2,
"base_mr": 25,
"base_attack_min": 24,
"base_attack_max": 28,
"base_str": 25,
"base_agi": 20,
"base_int": 18,
"str_gain": 2.8,
"agi_gain": 2.2,
"int_gain": 1.6,
"attack_range": 150,
"projectile_speed": 900,
"attack_rate": 1.7,
"move_speed": 290,
"turn_rate": 0.6,
"cm_enabled": true,
"legs": 2,
"pro_ban": 3,
"hero_id": 2,
"pro_win": 2,
"pro_pick": 3,
"4_pick": 68713,
"4_win": 36653,
"5_pick": 45571,
"5_win": 24225,
"7_pick": 2392,
"7_win": 1224,
"2_pick": 29703,
"2_win": 16071,
"3_pick": 54461,
"3_win": 29325,
"8_pick": 256,
"8_win": 123,
"1_pick": 8390,
"1_win": 4550,
"6_pick": 12600,
"6_win": 6611
},
{
"id": 3,
"name": "npc_dota_hero_bane",
"localized_name": "Bane",
"primary_attr": "int",
"attack_type": "Ranged",
"roles": [
"Support",
"Disabler",
"Nuker",
"Durable"
],
"img": "/apps/dota2/images/dota_react/heroes/bane_full.png?",
"icon": "/apps/dota2/images/dota_react/heroes/bane_icon.png",
"base_health": 200,
"base_health_regen": 1.5,
"base_mana": 75,
"base_mana_regen": 0.9,
"base_armor": 1,
"base_mr": 25,
"base_attack_min": 35,
"base_attack_max": 41,
"base_str": 23,
"base_agi": 23,
"base_int": 23,
"str_gain": 2.4,
"agi_gain": 2.4,
"int_gain": 2.4,
"attack_range": 400,
"projectile_speed": 900,
"attack_rate": 1.7,
"move_speed": 310,
"turn_rate": 0.6,
"cm_enabled": true,
"legs": 4,
"pro_ban": 19,
"hero_id": 3,
"pro_win": 20,
"pro_pick": 36,
"6_pick": 4071,
"6_win": 1933,
"3_pick": 8967,
"3_win": 3933,
"7_pick": 1062,
"7_win": 548,
"1_pick": 1175,
"1_win": 527,
"8_pick": 262,
"8_win": 118,
"2_pick": 4190,
"2_win": 1840,
"5_pick": 10994,
"5_win": 5066,
"4_pick": 13626,
"4_win": 6253
},
{
"id": 4,
"name": "npc_dota_hero_bloodseeker",
"localized_name": "Bloodseeker",
"primary_attr": "agi",
"attack_type": "Melee",
"roles": [
"Carry",
"Disabler",
"Jungler",
"Nuker",
"Initiator"
],
"img": "/apps/dota2/images/dota_react/heroes/bloodseeker_full.png?",
"icon": "/apps/dota2/images/dota_react/heroes/bloodseeker_icon.png",
"base_health": 200,
"base_health_regen": 1.5,
"base_mana": 75,
"base_mana_regen": 0.9,
"base_armor": 0,
"base_mr": 25,
"base_attack_min": 33,
"base_attack_max": 39,
"base_str": 24,
"base_agi": 24,
"base_int": 18,
"str_gain": 2.7,
"agi_gain": 3,
"int_gain": 1.7,
"attack_range": 150,
"projectile_speed": 900,
"attack_rate": 1.7,
"move_speed": 285,
"turn_rate": 0.5,
"cm_enabled": true,
"legs": 2,
"pro_ban": 47,
"hero_id": 4,
"pro_win": 15,
"pro_pick": 31,
"4_pick": 56007,
"4_win": 29220,
"7_pick": 2573,
"7_win": 1363,
"8_pick": 415,
"8_win": 235,
"6_pick": 11214,
"6_win": 5928,
"5_pick": 36906,
"5_win": 19367,
"1_pick": 9089,
"1_win": 4741,
"2_pick": 27698,
"2_win": 14453,
"3_pick": 46249,
"3_win": 24315
},
{
"id": 5,
"name": "npc_dota_hero_crystal_maiden",
"localized_name": "Crystal Maiden",
"primary_attr": "int",
"attack_type": "Ranged",
"roles": [
"Support",
"Disabler",
"Nuker",
"Jungler"
],
"img": "/apps/dota2/images/dota_react/heroes/crystal_maiden_full.png?",
"icon": "/apps/dota2/images/dota_react/heroes/crystal_maiden_icon.png",
"base_health": 200,
"base_health_regen": 1.5,
"base_mana": 75,
"base_mana_regen": 0.9,
"base_armor": 0,
"base_mr": 25,
"base_attack_min": 26,
"base_attack_max": 32,
"base_str": 18,
"base_agi": 16,
"base_int": 14,
"str_gain": 2,
"agi_gain": 1.6,
"int_gain": 2.9,
"attack_range": 600,
"projectile_speed": 900,
"attack_rate": 1.7,
"move_speed": 275,
"turn_rate": 0.5,
"cm_enabled": true,
"legs": 2,
"pro_ban": 40,
"hero_id": 5,
"pro_win": 27,
"pro_pick": 53,
"3_pick": 45809,
"3_win": 24997,
"4_pick": 68171,
"4_win": 37162,
"5_pick": 55785,
"5_win": 30024,
"6_pick": 19662,
"6_win": 10505,
"8_pick": 858,
"8_win": 447,
"1_pick": 5888,
"1_win": 3241,
"7_pick": 4892,
"7_win": 2616,
"2_pick": 22784,
"2_win": 12354
},
{
"id": 6,
"name": "npc_dota_hero_drow_ranger",
"localized_name": "Drow Ranger",
"primary_attr": "agi",
"attack_type": "Ranged",
"roles": [
"Carry",
"Disabler",
"Pusher"
],
"img": "/apps/dota2/images/dota_react/heroes/drow_ranger_full.png?",
"icon": "/apps/dota2/images/dota_react/heroes/drow_ranger_icon.png",
"base_health": 200,
"base_health_regen": 1.75,
"base_mana": 75,
"base_mana_regen": 0.9,
"base_armor": -3,
"base_mr": 25,
"base_attack_min": 18,
"base_attack_max": 29,
"base_str": 17,
"base_agi": 26,
"base_int": 15,
"str_gain": 1.9,
"agi_gain": 1.9,
"int_gain": 1.4,
"attack_range": 625,
"projectile_speed": 1250,
"attack_rate": 1.7,
"move_speed": 285,
"turn_rate": 0.7,
"cm_enabled": true,
"legs": 2,
"pro_ban": 66,
"hero_id": 6,
"pro_win": 20,
"pro_pick": 29,
"4_pick": 49385,
"4_win": 26139,
"6_pick": 10411,
"6_win": 5585,
"3_pick": 41624,
"3_win": 21775,
"2_pick": 26162,
"2_win": 13567,
"7_pick": 2125,
"7_win": 1066,
"5_pick": 32943,
"5_win": 17550,
"8_pick": 297,
"8_win": 159,
"1_pick": 9012,
"1_win": 4695
},
{
"id": 7,
"name": "npc_dota_hero_earthshaker",
"localized_name": "Earthshaker",
"primary_attr": "str",
"attack_type": "Melee",
"roles": [
"Support",
"Initiator",
"Disabler",
"Nuker"
],
"img": "/apps/dota2/images/dota_react/heroes/earthshaker_full.png?",
"icon": "/apps/dota2/images/dota_react/heroes/earthshaker_icon.png",
"base_health": 200,
"base_health_regen": 2.5,
"base_mana": 75,
"base_mana_regen": 0.9,
"base_armor": 1,
"base_mr": 25,
"base_attack_min": 27,
"base_attack_max": 37,
"base_str": 22,
"base_agi": 12,
"base_int": 16,
"str_gain": 3.2,
"agi_gain": 1.4,
"int_gain": 1.8,
"attack_range": 150,
"projectile_speed": 0,
"attack_rate": 1.7,
"move_speed": 310,
"turn_rate": 0.9,
"cm_enabled": true,
"legs": 2,
"pro_ban": 24,
"hero_id": 7,
"pro_win": 29,
"pro_pick": 49,
"3_pick": 56002,
"3_win": 28552,
"8_pick": 998,
"8_win": 512,
"1_pick": 5676,
"1_win": 2903,
"2_pick": 24334,
"2_win": 12344,
"4_pick": 90200,
"4_win": 45884,
"5_pick": 76481,
"5_win": 38833,
"7_pick": 5505,
"7_win": 2776,
"6_pick": 25939,
"6_win": 13121
},
{
"id": 8,
"name": "npc_dota_hero_juggernaut",
"localized_name": "Juggernaut",
"primary_attr": "agi",
"attack_type": "Melee",
"roles": [
"Carry",
"Pusher",
"Escape"
],
"img": "/apps/dota2/images/dota_react/heroes/juggernaut_full.png?",
"icon": "/apps/dota2/images/dota_react/heroes/juggernaut_icon.png",
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] | odota/web/testcafe/cachedAjax/players_101695162_rankings_.json/0 | {
"file_path": "odota/web/testcafe/cachedAjax/players_101695162_rankings_.json",
"repo_id": "odota",
"token_count": 5765
} | 265 |
[
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] | odota/web/testcafe/cachedAjax/records_hero_damage_.json/0 | {
"file_path": "odota/web/testcafe/cachedAjax/records_hero_damage_.json",
"repo_id": "odota",
"token_count": 5630
} | 266 |
.git
.github
.task
.vscode
data/
docs.bleve/
frontend/node_modules/
frontend/cache/
frontend/build/
frontend/.next/
app/
internal/
*.exe
.env
*.db
| openmultiplayer/web/.vercelignore/0 | {
"file_path": "openmultiplayer/web/.vercelignore",
"repo_id": "openmultiplayer",
"token_count": 66
} | 267 |
package pawndex
import (
"context"
"fmt"
"time"
"github.com/google/go-github/github"
"github.com/pkg/errors"
"go.uber.org/zap"
)
type Searcher interface {
Search(...string) ([]string, error)
}
type GitHubSearcher struct {
GitHub *github.Client
lastPage int
}
func NewGitHubSearcher(gh *github.Client) Searcher {
return &GitHubSearcher{gh, 1}
}
func (g *GitHubSearcher) Search(queries ...string) ([]string, error) {
var repos []string
for _, q := range queries {
r, err := g.doPagedSearch(q)
if err != nil {
zap.L().Warn("paged search failed", zap.Error(err), zap.Int("results", len(r)))
}
repos = append(repos, r...)
}
return repos, nil
}
func (g *GitHubSearcher) doPagedSearch(query string) (repos []string, err error) {
page := g.lastPage
for {
var result []github.Repository
result, err = g.runQueryForPage(query, page)
if err != nil {
// only store the last page if there was a failure
g.lastPage = page
break
}
if len(result) == 0 {
g.lastPage = 0
break
}
for _, r := range result {
repos = append(repos, fmt.Sprintf("%s/%s", r.Owner.GetLogin(), r.GetName()))
}
page += 1
}
return
}
func (g *GitHubSearcher) runQueryForPage(query string, page int) (repos []github.Repository, err error) {
results, resp, err := g.GitHub.Search.Repositories(
context.Background(),
query,
&github.SearchOptions{ListOptions: github.ListOptions{
Page: page,
PerPage: 100,
}})
if err != nil {
return nil, errors.Wrap(err, "failed to search repositories")
}
if resp.Rate.Remaining <= 0 {
zap.L().Debug("crossed request limit threshold",
zap.Int("remaining", resp.Rate.Remaining),
zap.Int("limit", resp.Rate.Limit),
zap.Time("reset", resp.Rate.Reset.Time))
sleepfor := resp.Rate.Reset.Time.Sub(time.Now())
time.Sleep(sleepfor)
}
zap.L().Debug("found repositories",
zap.Int("count", len(results.Repositories)),
zap.Int("page", page),
zap.Time("reset", resp.Rate.Reset.Time),
zap.Int("remaining", resp.Rate.Remaining))
return results.Repositories, nil
}
| openmultiplayer/web/app/resources/pawndex/searcher.go/0 | {
"file_path": "openmultiplayer/web/app/resources/pawndex/searcher.go",
"repo_id": "openmultiplayer",
"token_count": 831
} | 268 |
package docsindex
import (
"bytes"
"fmt"
"io/ioutil"
"os"
"path/filepath"
"strings"
"time"
"github.com/PuerkitoBio/goquery"
"github.com/bbalet/stopwords"
"github.com/blevesearch/bleve/v2"
"github.com/blevesearch/bleve/v2/analysis/analyzer/keyword"
"github.com/blevesearch/bleve/v2/search/query"
"github.com/iancoleman/strcase"
"github.com/pkg/errors"
"github.com/russross/blackfriday"
"go.uber.org/zap"
"gopkg.in/yaml.v2"
"github.com/openmultiplayer/web/internal/config"
)
type Index struct {
db bleve.Index
path string
}
type Document struct {
Title string `json:"title"`
Description string `json:"description"`
Tags []string `json:"tags"`
Path string
}
type SearchResults struct {
Total int `json:"total"`
Took time.Duration `json:"took"`
Hits []Hit `json:"hits"`
}
type Hit struct {
Score float64 `json:"score"`
URL string `json:"url"`
Title string `json:"title"`
Desc string `json:"desc"`
TitleFragment string `json:"title_fragment"`
DescFragment string `json:"desc_fragment"`
}
func New(l *zap.Logger, cfg config.Config) (*Index, error) {
i := Index{
path: cfg.DocsSourcesPath,
}
idx, err := bleve.Open(cfg.DocsIndexPath)
if err != nil {
l.Warn("could not open bleve index, creating new one", zap.String("path", cfg.DocsIndexPath))
im := bleve.NewIndexMapping()
docsmapping := bleve.NewDocumentMapping()
// Field mappings for title, description and tags
titleFieldMapping := bleve.NewTextFieldMapping()
titleFieldMapping.Analyzer = "en"
docsmapping.AddFieldMappingsAt("title", titleFieldMapping)
descFieldMapping := bleve.NewTextFieldMapping()
descFieldMapping.Analyzer = "en"
docsmapping.AddFieldMappingsAt("description", descFieldMapping)
tagsFieldMapping := bleve.NewTextFieldMapping()
tagsFieldMapping.Analyzer = keyword.Name
docsmapping.AddFieldMappingsAt("tags", tagsFieldMapping)
im.AddDocumentMapping("Document", docsmapping)
idx, err = bleve.New(cfg.DocsIndexPath, im)
if err != nil {
return nil, errors.Wrap(err, "failed to create new bleve db")
}
}
i.db = idx
return &i, nil
}
func (i *Index) Build() error {
return i.buildIndex(i.path)
}
func (i *Index) Search(querystring string) (*SearchResults, error) {
parts := strings.Split(strcase.ToDelimited(querystring, ' '), " ")
// Tag query splits the query string by PascalCase or camel_case and uses
// the component parts as tags. This means you can search
// `TextDrawShowForPlayer` and the underlying query searches for:
// ["text", "draw", "show", "for", "player"]. When this is combined with
// other query types, it increases the chances of getting relevant results.
tagquery := []query.Query{
bleve.NewFuzzyQuery(querystring),
}
for _, p := range parts {
fq := bleve.NewFuzzyQuery(p)
fq.SetField("tags")
tagquery = append(tagquery, fq)
}
// For matching queries like "TextDrawHi..." in title
pq := bleve.NewPrefixQuery(querystring)
pq.SetField("title")
req := bleve.NewSearchRequest(
bleve.NewDisjunctionQuery(
bleve.NewQueryStringQuery(querystring),
bleve.NewPhraseQuery(parts, "tags"),
bleve.NewDisjunctionQuery(tagquery...),
pq,
),
)
req.Highlight = bleve.NewHighlight()
req.Fields = []string{"title", "description", "tags"}
r, err := i.db.Search(req)
if err != nil {
return nil, err
}
res := SearchResults{
Total: int(r.Total),
Took: r.Took,
Hits: []Hit{},
}
for _, v := range r.Hits {
titleFragment := ""
descFragment := ""
if len(v.Fragments["title"]) > 0 {
titleFragment = v.Fragments["title"][0]
}
if len(v.Fragments["description"]) > 0 {
descFragment = v.Fragments["description"][0]
}
res.Hits = append(res.Hits, Hit{
Score: v.Score,
URL: v.ID,
Title: v.Fields["title"].(string),
TitleFragment: titleFragment,
Desc: v.Fields["description"].(string),
DescFragment: descFragment,
})
}
return &res, nil
}
func (i *Index) buildIndex(dir string) error {
if err := filepath.Walk(dir, func(path string, info os.FileInfo, err error) error {
if err != nil {
return err
}
// TODO: Translations should be handled differently. Search queries
// should have a language passed in too and there should be an index for
// each translation directory. For now we ignore them.
if strings.Contains(path, "translations") {
return nil
}
if !isMarkdown(info.Name()) {
return nil
}
d, err := i.buildDocument(path)
if err != nil {
return err
}
fmt.Println("indexing:", d.Title, "tags:", d.Tags)
return i.db.Index(d.Path, d)
}); err != nil {
return err
}
return nil
}
func (i *Index) buildDocument(path string) (Document, error) {
content, err := ioutil.ReadFile(path)
if err != nil {
return Document{}, err
}
d := i.extract(content)
// The following code builds a list of tags from the file name and path.
dir, file := filepath.Split(path)
dirs := strings.Split(filepath.Clean(dir), string(os.PathSeparator))
name := nameFromPath(file)
tags := []string{}
// split the name into parts, OnPlayerConnect becomes On, Player, Connect
parts := strings.Split(strcase.ToDelimited(name, ' '), " ")
// this removes stopwords like "on"
for _, t := range parts {
cleaned := stopwords.CleanString(t, "en", false)
if cleaned == " " {
continue
}
tags = append(tags, t)
}
// This removes directory artifacts and the word "docs"
for _, d := range dirs[1:] {
if d == ".." || d == "docs" {
continue
}
tags = append(tags, d)
}
d.Tags = append(d.Tags, tags...)
d.Tags = removeDuplicates(d.Tags)
d.Path = canonicalisePath(path)
if d.Title == "" {
d.Title = name
}
return d, nil
}
func nameFromPath(path string) string {
filename := filepath.Base(path)
ext := len(filepath.Ext(filename))
if ext > 0 {
full := len(filename)
return filename[:(full - ext)]
}
return filename
}
// Turns all path elements into forward slashes.
func canonicalisePath(path string) string {
return strings.ReplaceAll(strings.Trim(path, ".\\/"), "\\", "/")
}
// There are two kinds of Markdown document: those with frontmatter and those
// without. This function checks if the document has a frontmatter block for
// metadata at the top and calls the relevant parser for it.
func (i *Index) extract(content []byte) Document {
if bytes.HasPrefix(content, []byte("---")) {
return i.withFrontmatter(content)
}
return i.withoutFrontmatter(content)
}
// Simply parses the frontmatter as YAML and looks for:
// title
// description
// keywords
func (i *Index) withFrontmatter(content []byte) Document {
end := bytes.Index(content[3:], []byte("---"))
frontmatter := content[3 : end+3]
d := Document{}
yaml.Unmarshal(frontmatter, &d) //nolint:errcheck
return d
}
// Uses the first paragraph by first converting the Markdown into HTML and then
// querying the HTML for the first paragraph.
func (i *Index) withoutFrontmatter(content []byte) Document {
html := blackfriday.MarkdownCommon(content)
doc, err := goquery.NewDocumentFromReader(bytes.NewBuffer(html))
if err != nil {
return Document{}
}
return Document{
Description: doc.Find("p").Text(),
}
}
func isMarkdown(name string) bool {
if strings.HasSuffix(name, ".md") {
return true
}
if strings.HasSuffix(name, ".mdx") {
return true
}
return false
}
func removeDuplicates(s []string) []string {
e := map[string]bool{}
r := []string{}
for v := range s {
if e[s[v]] == true {
} else {
e[s[v]] = true
r = append(r, s[v])
}
}
return r
}
| openmultiplayer/web/app/services/docsindex/docsindex.go/0 | {
"file_path": "openmultiplayer/web/app/services/docsindex/docsindex.go",
"repo_id": "openmultiplayer",
"token_count": 2856
} | 269 |
package launcher
import (
"net/http"
"github.com/go-chi/chi"
"github.com/go-chi/cors"
"github.com/openmultiplayer/web/internal/config"
"github.com/openmultiplayer/web/internal/web"
"go.uber.org/fx"
)
func Build() fx.Option {
return fx.Options(
fx.Invoke(func(
r chi.Router,
cfg config.Config,
) {
rtr := chi.NewRouter()
r.Mount("/launcher", rtr)
rtr.Use(
cors.Handler(cors.Options{
AllowedOrigins: []string{
"http://localhost:3000", // Local development, `npm run dev`
cfg.PublicWebAddress, // Live public website
cfg.LauncherBackendAddress, // Launcher backend address
"*", // Any browser instance
},
AllowedMethods: []string{"GET", "POST", "PUT", "DELETE", "OPTIONS"},
AllowedHeaders: []string{"Accept", "Authorization", "Content-Type", "X-CSRF-Token"},
ExposedHeaders: []string{"Link"},
AllowCredentials: false,
MaxAge: 300,
}),
)
launcherInfo := map[string]string{
"version": cfg.LauncherVersion,
"download": "https://github.com/openmultiplayer/launcher/releases",
"changelog": `|- Build 1 - 2023/10/08
Release beta version`,
}
rtr.Get("/", func(w http.ResponseWriter, rq *http.Request) {
web.Write(w, launcherInfo) //nolint:errcheck
})
}),
)
}
| openmultiplayer/web/app/transports/api/launcher/api.go/0 | {
"file_path": "openmultiplayer/web/app/transports/api/launcher/api.go",
"repo_id": "openmultiplayer",
"token_count": 601
} | 270 |
package servers
import (
"encoding/json"
"fmt"
"net/http"
"nhooyr.io/websocket"
"github.com/go-chi/chi"
"github.com/pkg/errors"
"github.com/thanhpk/randstr"
"github.com/openmultiplayer/web/app/services/authentication"
"github.com/openmultiplayer/web/internal/web"
)
// This is a WebSocket handler.
//
// first response:
//
// { "code": "somerandomcode" } the code the user needs to set their mapname to
//
// subsequent responses:
//
// { "verified": true } server ownership verified
// { "verified": false } server ownership not verified, aborting
// { "error": "some error" } not verified, error occurred, retrying
//
func (s *service) vertify(w http.ResponseWriter, r *http.Request) {
address := chi.URLParam(r, "address")
if address == "" {
web.StatusBadRequest(w, errors.New("missing address in path"))
return
}
info, ok := authentication.GetAuthenticationInfo(w, r)
if !ok {
return
}
c, err := websocket.Accept(w, r, &websocket.AcceptOptions{
OriginPatterns: []string{
"localhost:3000", // Local development, `npm run dev`
"open.mp", // Live public website
},
})
if err != nil {
return // websocket.Accept writes its own errors
}
defer c.Close(websocket.StatusInternalError, "unknown")
code := randstr.String(16)
ch, err := s.verifier.Verify(r.Context(), address, code)
if err != nil {
web.StatusInternalServerError(w, err)
return
}
if err := c.Write(r.Context(), websocket.MessageText, []byte(fmt.Sprintf(`{"code":"%s"}`, code))); err != nil {
web.StatusInternalServerError(w, err)
return
}
for m := range ch {
ws, err := c.Writer(r.Context(), websocket.MessageText)
if err != nil {
web.StatusInternalServerError(w, err)
return
}
if m.Verified {
if _, err := s.verifier.Link(r.Context(), info.Cookie.UserID, address); err != nil {
m.Verified = false
m.Error = err.Error()
}
}
if err := json.NewEncoder(ws).Encode(m); err != nil {
return
}
ws.Close()
}
}
| openmultiplayer/web/app/transports/api/servers/h_verify.go/0 | {
"file_path": "openmultiplayer/web/app/transports/api/servers/h_verify.go",
"repo_id": "openmultiplayer",
"token_count": 755
} | 271 |
---
title: Common Client Issues
---
### I get the error "San Andreas cannot be found"
San Andreas Multiplayer is **not** a stand-alone program! It adds multiplayer functionality to San Andreas, and thus you need GTA San Andreas for the PC - it also needs to be **EU/US v1.0**, other versions such as v2.0 or Steam and Direct2Drive versions will not work. [Click here to download a patch to downgrade your GTA: SA version to 1.0](http://grandtheftauto.filefront.com/file/GTA_SA_Downgrader_Patch;74661)
### I can not see any servers in SA:MP browser
SA:MP browser does not work. Download the new [open.mp launcher](https://github.com/openmultiplayer/launcher/releases/latest).
If you still cannot see any servers, you must allow open.mp access through your firewall. Unfortunately, due to the large amount of available firewall software, we can not offer further support on this - we suggest looking at the manufacturers website or trying a Google search. Also make sure you have the latest stable open.mp version!
### Singleplayer loads instead of SA:MP
:::warning
You are not supposed to see the singleplayer options (new game, load game, etc) - SA:MP should load by itself and not present these options. If you see "new game", singleplayer has loaded, not San Andreas Multiplayer.
:::
Singleplayer can load for 2 reasons; you have installed SA:MP to the wrong folder or you have the wrong version of San Andreas. If you have the wrong version you can downgrade your game using the GTA San Andreas downgrader. Click [here](http://grandtheftauto.filefront.com/file/GTA_SA_Downgrader_Patch;74661) to download it.
Sometimes the single player menu will be shown, but SA:MP will in fact have loaded properly. To fix this you simply need to select an item on the menu, then hit the escape key to exit out of it. SA:MP will then proceed to load.
### I get "Unacceptable Nickname" when connecting to a server
Ensure you are not using any disallowed characters in your name (use 0-9, a-z, \[\], (), \$, @, ., \_ and = only), and that your name is no longer than 20 characters. This also could be caused when a player is on a server with the same name as you (which can happen if you reconnect to a server quickkly after timing out or crashing). A Windows server running SA:MP with an uptime greater than 50 days can sometimes cause this bug.
### Screen sticks at "Connecting to IP:Port..."
The server could be offline, or if you can't connect to any server, disable your firewall and see if it works. If it does, you will need to reconfigure your firwall. It could also be that you are running an outdated version of SA:MP - you can find new versions [here](https://sa-mp.mp/downloads/).
### I have a modified GTA: San Andreas and SA:MP won't load
If it won't load then remove your mods.
### When launching GTA with SA:MP it won't start
Delete the gta_sa.set file from your userfiles folder and make sure you don't have any cheats/mods.
### The game crashes when a vehicle explodes
If you have 2 monitors then there are 3 ways to solve this:
1. Disable your 2dr monitor when you play sa-mp. (Maybe not so smart if you like to have the monitor on.)
2. Set your Visual FX quality to low. (Esc > Options > Display Setup > Advanced)
3. Rename your GTA San Andreas folder (e.g. to "GTA San Andreas2") (This often works, however sometimes it may stop working again so you need to rename it to something else.)
### My mouse doesn't work after exiting the pause menu
If your mouse seems to be frozen ingame while it (partially) works in the pause menu, then you should disable the multicore option [sa-mp.cfg](ClientCommands#file-sa-mpcfg "Sa-mp.cfg") (set it to 0). Continuously tapping Escape until the mouse responds again may also work, but it is not as neat a solution.
### The file dinput8.dll is missing
This is possibly arises when DirectX is not properly installed, try re-installing it - don't forget to restart your PC. If the problem still arises, just go at C:\\Windows\\System32 and copy paste the dinput.dll file to the root directory of your GTA San Andreas. That would solve it.
### I cannot see other player's nametags!
Please be aware that some servers may have nametags globally disabled. Otherwise, this problem often occurs on computers with Intel HD integrated graphics processors (which aren't really meant for gaming, anyway). Unfortunately, the exact cause is unknown and there doesn't seem to be a universal fix available at present time either. A long term fix would be to install a dedicated graphics card in your computer, if this is possible and if your budget allows it.
| openmultiplayer/web/docs/client/CommonClientIssues.md/0 | {
"file_path": "openmultiplayer/web/docs/client/CommonClientIssues.md",
"repo_id": "openmultiplayer",
"token_count": 1166
} | 272 |
---
title: OnIncomingConnection
description: This callback is called when an IP address attempts a connection to the server.
tags: []
---
## Description
This callback is called when an IP address attempts a connection to the server. To block incoming connections, use BlockIpAddress.
| Name | Description |
| ------------ | -------------------------------------------------- |
| playerid | The ID of the player attempting to connect |
| ip_address[] | The IP address of the player attempting to connect |
| port | The port of the attempted connection |
## Returns
1 - Will prevent other filterscripts from receiving this callback.
0 - Indicates that this callback will be passed to the next filterscript.
It is always called first in filterscripts.
## Examples
```c
public OnIncomingConnection(playerid, ip_address[], port)
{
printf("Incoming connection for player ID %i [IP/port: %s:%i]", playerid, ip_address, port);
return 1;
}
```
## Related Callbacks
The following callbacks might be useful, as they're related to this callback in one way or another.
- [OnPlayerConnect](OnPlayerConnect): This callback is called when a player connects to the server.
- [OnPlayerDisconnect](OnPlayerDisconnect): This callback is called when a player disconnects from the server.
- [OnPlayerFinishedDownloading](OnPlayerFinishedDownloading): This callback is called when a player finishes downloading custom models.
## Related Functions
The following functions might be useful, as they're related to this callback in one way or another.
- [BlockIpAddress](../functions/BlockIpAddress): Block an IP address from connecting to the server for a set amount of time.
- [UnBlockIpAddress](../functions/UnBlockIpAddress): Unblock an IP that was previously blocked.
| openmultiplayer/web/docs/scripting/callbacks/OnIncomingConnection.md/0 | {
"file_path": "openmultiplayer/web/docs/scripting/callbacks/OnIncomingConnection.md",
"repo_id": "openmultiplayer",
"token_count": 527
} | 273 |
---
title: OnPlayerClickTextDraw
description: This callback is called when a player clicks on a textdraw or cancels the select mode with the Escape key.
tags: ["player", "textdraw"]
---
## Description
This callback is called when a player clicks on a textdraw or cancels the select mode with the Escape key.
| Name | Description |
| -------------- | ----------------------------------------------------------------------------- |
| playerid | The ID of the player that clicked on the textdraw. |
| Text:clickedid | The ID of the clicked textdraw. INVALID_TEXT_DRAW if selection was cancelled. |
## Returns
It is always called first in filterscripts so returning 1 there also blocks other scripts from seeing it.
## Examples
```c
new Text:gTextDraw;
public OnGameModeInit()
{
gTextDraw = TextDrawCreate(10.000000, 141.000000, "MyTextDraw");
TextDrawTextSize(gTextDraw, 60.000000, 20.000000);
TextDrawAlignment(gTextDraw, TEXT_DRAW_ALIGN_LEFT);
TextDrawBackgroundColor(gTextDraw, 0x000000FF);
TextDrawFont(gTextDraw, TEXT_DRAW_FONT_1);
TextDrawLetterSize(gTextDraw, 0.250000, 1.000000);
TextDrawColor(gTextDraw, -1);
TextDrawSetProportional(gTextDraw, true);
TextDrawSetShadow(gTextDraw, 1);
TextDrawSetSelectable(gTextDraw, true);
return 1;
}
public OnPlayerKeyStateChange(playerid, KEY:newkeys, KEY:oldkeys)
{
if (newkeys == KEY_SUBMISSION)
{
TextDrawShowForPlayer(playerid, gTextDraw);
SelectTextDraw(playerid, 0xFF4040AA);
}
return 1;
}
public OnPlayerClickTextDraw(playerid, Text:clickedid)
{
if (clickedid == gTextDraw)
{
SendClientMessage(playerid, 0xFFFFFFAA, "You clicked on a textdraw.");
CancelSelectTextDraw(playerid);
return 1;
}
return 0;
}
```
## Notes
:::warning
- The clickable area is defined by [TextDrawTextSize](../functions/TextDrawTextSize).
- The `x` and `y` parameters passed to that function must not be zero or negative.
- Do not use [CancelSelectTextDraw](../functions/CancelSelectTextDraw) unconditionally within this callback. This results in an **infinite loop**.
:::
## Related Callbacks
The following callbacks might be useful, as they're related to this callback in one way or another.
- [OnPlayerClickPlayerTextDraw](OnPlayerClickPlayerTextDraw): This callback is called when a player clicks on a player-textdraw.
- [OnPlayerClickPlayer](OnPlayerClickPlayer): This callback is called when a player click on another.
## Related Functions
The following functions might be useful, as they're related to this callback in one way or another.
- [SelectTextDraw](../functions/SelectTextDraw): Enables the mouse, so the player can select a textdraw.
- [CancelSelectTextDraw](../functions/CancelSelectTextDraw): Cancel textdraw selection with the mouse.
| openmultiplayer/web/docs/scripting/callbacks/OnPlayerClickTextDraw.md/0 | {
"file_path": "openmultiplayer/web/docs/scripting/callbacks/OnPlayerClickTextDraw.md",
"repo_id": "openmultiplayer",
"token_count": 992
} | 274 |
---
title: OnPlayerGiveDamageActor
description: This callback is called when a player gives damage to an actor.
tags: ["player", "actor"]
---
<VersionWarn name='callback' version='SA-MP 0.3.7' />
## Description
This callback is called when a player gives damage to an actor.
| Name | Description |
|-----------------|-------------------------------------------------------|
| playerid | The ID of the player that gave damage. |
| damaged_actorid | The ID of the actor that received damage. |
| Float:amount | The amount of health/armour damaged_actorid has lost. |
| WEAPON:weaponid | The reason that caused the damage. |
| bodypart | The [body part](../resources/bodyparts) that was hit |
## Returns
1 - Callback will not be called in other filterscripts.
0 - Allows this callback to be called in other filterscripts.
It is always called first in filterscripts so returning 1 there blocks other filterscripts from seeing it.
## Examples
```c
public OnPlayerGiveDamageActor(playerid, damaged_actorid, Float:amount, WEAPON:weaponid, bodypart)
{
new string[128];
new attackerName[MAX_PLAYER_NAME];
new weaponName[24];
GetPlayerName(playerid, attackerName, sizeof (attackerName));
GetWeaponName(weaponid, weaponName, sizeof (weaponName));
format(string, sizeof(string), "%s has made %.0f damage to actor id %d, weapon: %s", attackerName, amount, damaged_actorid, weaponName);
SendClientMessageToAll(0xFFFFFFFF, string);
return 1;
}
```
## Notes
:::tip
This function does not get called if the actor is set invulnerable (WHICH IS BY DEFAULT). See [SetActorInvulnerable](../functions/SetActorInvulnerable).
:::
## Related Callbacks
The following callbacks might be useful, as they're related to this callback in one way or another.
- [OnActorStreamOut](OnActorStreamOut): This callback is called when an actor is streamed out by a player's client.
- [OnActorStreamIn](OnActorStreamOut): This callback is called when an actor is streamed in by a player's client.
## Related Functions
The following functions might be useful, as they're related to this callback in one way or another.
- [CreateActor](../functions/CreateActor): Create an actor (static NPC).
- [SetActorInvulnerable](../functions/SetActorInvulnerable): Set actor invulnerable.
- [SetActorHealth](../functions/SetActorHealth): Set the health of an actor.
- [GetActorHealth](../functions/GetActorHealth): Gets the health of an actor.
- [IsActorInvulnerable](../functions/IsActorInvulnerable): Check if actor is invulnerable.
- [IsValidActor](../functions/IsValidActor): Check if actor id is valid.
## Related Resources
- [Body Parts](../resources/bodyparts)
| openmultiplayer/web/docs/scripting/callbacks/OnPlayerGiveDamageActor.md/0 | {
"file_path": "openmultiplayer/web/docs/scripting/callbacks/OnPlayerGiveDamageActor.md",
"repo_id": "openmultiplayer",
"token_count": 867
} | 275 |
---
title: OnPlayerSelectedMenuRow
description: This callback is called when a player selects an item from a menu (ShowMenuForPlayer).
tags: ["player", "menu"]
---
## Description
This callback is called when a player selects an item from a menu ([ShowMenuForPlayer](../functions/ShowMenuForPlayer)).
| Name | Description |
| -------- | ----------------------------------------------------------- |
| playerid | The ID of the player that selected a menu item. |
| row | The ID of the row that was selected. The first row is ID 0. |
## Returns
It is always called first in gamemode.
## Examples
```c
new Menu:MyMenu;
public OnGameModeInit()
{
MyMenu = CreateMenu("Example Menu", 1, 50.0, 180.0, 200.0, 200.0);
AddMenuItem(MyMenu, 0, "Item 1");
AddMenuItem(MyMenu, 0, "Item 2");
return 1;
}
public OnPlayerSelectedMenuRow(playerid, row)
{
if (GetPlayerMenu(playerid) == MyMenu)
{
switch (row)
{
case 0:
{
print("Item 1 Selected");
}
case 1:
{
print("Item 2 Selected");
}
}
}
return 1;
}
```
## Notes
:::tip
The menu ID is not passed to this callback. [GetPlayerMenu](../functions/GetPlayerMenu) must be used to determine which menu the player selected an item on.
:::
## Related Callbacks
The following callbacks might be useful, as they're related to this callback in one way or another.
- [OnPlayerExitedMenu](OnPlayerExitedMenu): This callback is called when a player exits a menu.
- [OnDialogResponse](OnDialogResponse): This callback is called when a player responds to a dialog.
## Related Functions
The following functions might be useful, as they're related to this callback in one way or another.
- [CreateMenu](../functions/CreateMenu): Create a menu.
- [DestroyMenu](../functions/DestroyMenu): Destroy a menu.
- [AddMenuItem](../functions/AddMenuItem): Adds an item to a specified menu.
- [ShowMenuForPlayer](../functions/ShowMenuForPlayer): Show a menu for a player.
- [HideMenuForPlayer](../functions/HideMenuForPlayer): Hide a menu for a player.
| openmultiplayer/web/docs/scripting/callbacks/OnPlayerSelectedMenuRow.md/0 | {
"file_path": "openmultiplayer/web/docs/scripting/callbacks/OnPlayerSelectedMenuRow.md",
"repo_id": "openmultiplayer",
"token_count": 796
} | 276 |
---
title: OnVehicleDeath
description: This callback is called when a vehicle is destroyed - either by exploding or becoming submerged in water.
tags: ["vehicle"]
---
## Description
This callback is called when a vehicle is destroyed - either by exploding or becoming submerged in water.
| Name | Description |
| --------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| vehicleid | The ID of the vehicle that was destroyed. |
| killerid | The ID of the player that reported (synced) the vehicle's destruction (name is misleading). Generally the driver or a passenger (if any) or the closest player. |
## Returns
It is always called first in filterscripts.
## Examples
```c
public OnVehicleDeath(vehicleid, killerid)
{
new string[64];
format(string, sizeof(string), "Vehicle %i was destroyed. Reported by player %i.", vehicleid, killerid);
SendClientMessageToAll(0xFFFFFFFF, string);
return 1;
}
```
## Notes
:::tip
- This callback will also be called when a vehicle enters water, but the vehicle can be saved from destruction by teleportation or driving out (if only partially submerged).
- The callback won't be called a second time, and the vehicle may disappear when the driver exits, or after a short time.
:::
## Related Callbacks
The following callbacks might be useful, as they're related to this callback in one way or another.
- [OnVehicleSpawn](OnVehicleSpawn): This callback is called when a vehicle respawns.
## Related Functions
The following functions might be useful, as they're related to this callback in one way or another.
- [SetVehicleHealth](../functions/SetVehicleHealth): Set the health of a vehicle.
| openmultiplayer/web/docs/scripting/callbacks/OnVehicleDeath.md/0 | {
"file_path": "openmultiplayer/web/docs/scripting/callbacks/OnVehicleDeath.md",
"repo_id": "openmultiplayer",
"token_count": 703
} | 277 |
---
title: AddStaticVehicle
description: Adds a 'static' vehicle (models are pre-loaded for players) to the gamemode.
tags: ["vehicle"]
---
## Description
Adds a 'static' vehicle (models are pre-loaded for players) to the gamemode.
| Name | Description |
| -------------------------------------- | ------------------------------------------------------- |
| spawnX | The [Model ID](../resources/vehicleid) for the vehicle. |
| Float:spawnX | The X-coordinate for the vehicle. |
| Float:spawnY | The Y-coordinate for the vehicle. |
| Float:spawnZ | The Z-coordinate for the vehicle. |
| Float:angle | Direction of vehicle - angle. |
| [colour1](../resources/vehiclecolorid) | The primary colour ID. -1 for random. |
| [colour2](../resources/vehiclecolorid) | The secondary colour ID. -1 for random. |
## Returns
The vehicle ID of the vehicle created (between 1 and MAX_VEHICLES).
INVALID_VEHICLE_ID (65535) if vehicle was not created (vehicle limit reached or invalid vehicle model ID passed).
## Examples
```c
public OnGameModeInit()
{
// Add a Hydra to the game
AddStaticVehicle(520, 2109.1763, 1503.0453, 32.2887, 82.2873, 0, 1);
return 1;
}
```
## Related Functions
- [AddStaticVehicleEx](AddStaticVehicleEx): Add a static vehicle with custom respawn time.
- [CreateVehicle](CreateVehicle): Create a vehicle.
- [DestroyVehicle](DestroyVehicle): Destroy a vehicle.
- [GetVehicleParamsSirenState](GetVehicleParamsSirenState): Check whether a vehicle's siren is on or off.
- [SetVehicleSpawnInfo](SetVehicleSpawnInfo): Adjusts vehicle model, spawn location, colours, respawn delay and interior.
- [GetVehicleSpawnInfo](GetVehicleSpawnInfo): Gets the vehicle spawn location and colours.
- [ChangeVehicleColours](ChangeVehicleColours): Change a vehicle's primary and secondary colors.
- [GetVehicleColours](GetVehicleColours): Gets the vehicle colours.
- [SetVehicleRespawnDelay](SetVehicleRespawnDelay): Set the respawn delay of a vehicle.
- [GetVehicleRespawnDelay](GetVehicleRespawnDelay): Get the respawn delay of a vehicle.
## Related Callbacks
- [OnVehicleSpawn](../callbacks/OnVehicleSpawn): Called when a vehicle respawns.
- [OnVehicleSirenStateChange](../callbacks/OnVehicleSirenStateChange): Called when a vehicle's siren is toggled on/off.
## Related Resources
- [Vehicle Models](../resources/vehicleid): Comprehensive list of all vehicle models available in game.
- [Vehicle Colour IDs](../resources/vehiclecolorid): List of all vehicle colour IDs.
| openmultiplayer/web/docs/scripting/functions/AddStaticVehicle.md/0 | {
"file_path": "openmultiplayer/web/docs/scripting/functions/AddStaticVehicle.md",
"repo_id": "openmultiplayer",
"token_count": 1064
} | 278 |
---
title: AttachCameraToPlayerObject
description: Attaches a player's camera to a player-object.
tags: ["player", "camera"]
---
## Description
Attaches a player's camera to a player-object. The player is able to move their camera while it is attached to an object. Can be used with MovePlayerObject and AttachPlayerObjectToVehicle.
| Name | Description |
| -------------- | ------------------------------------------------------------------------------ |
| playerid | The ID of the player which will have their camera attached to a player-object. |
| playerobjectid | The ID of the player-object to which the player's camera will be attached. |
## Returns
This function does not return any specific values.
## Examples
```c
public OnPlayerCommandText(playerid, cmdtext[])
{
if (!strcmp(cmdtext, "/attach", false))
{
new playerobject = CreatePlayerObject(playerid, 1245, 0.0, 0.0, 3.0, 0.0, 0.0, 0.0);
AttachCameraToPlayerObject(playerid, playerobject);
SendClientMessage(playerid, 0xFFFFFFAA, "Your camera is now attached to an object.");
return 1;
}
return 0;
}
```
## Notes
:::tip
The player-object must be created before attempting to attach the player's camera to it.
:::
## Related Functions
- [AttachCameraToObject](AttachCameraToObject): Attachs the player's camera on an global object.
- [SetPlayerCameraPos](SetPlayerCameraPos): Set a player's camera position.
- [SetPlayerCameraLookAt](SetPlayerCameraLookAt): Set where a player's camera should face.
| openmultiplayer/web/docs/scripting/functions/AttachCameraToPlayerObject.md/0 | {
"file_path": "openmultiplayer/web/docs/scripting/functions/AttachCameraToPlayerObject.md",
"repo_id": "openmultiplayer",
"token_count": 533
} | 279 |
---
title: CancelEdit
description: Cancel object edition mode for a player.
tags: []
---
## 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))
{
CancelEdit(playerid);
SendClientMessage(playerid, 0xFFFFFFFF, "SERVER: You stopped editing the object!");
return 1;
}
return 0;
}
```
## Related Functions
- [SelectObject](SelectObject): Select an object.
- [EditObject](EditObject): Edit an object.
- [EditPlayerObject](EditPlayerObject): Edit an object.
- [EditAttachedObject](EditAttachedObject): Edit an attached object.
- [CreateObject](CreateObject): Create an object.
- [DestroyObject](DestroyObject): Destroy an object.
- [MoveObject](MoveObject): Move an object.
| openmultiplayer/web/docs/scripting/functions/CancelEdit.md/0 | {
"file_path": "openmultiplayer/web/docs/scripting/functions/CancelEdit.md",
"repo_id": "openmultiplayer",
"token_count": 342
} | 280 |
---
title: CreateMenu
description: Creates a menu.
tags: ["menu"]
---
## Description
Creates a menu.
| Name | Description |
| ------------------ | ----------------------------------------------------------------------------------- |
| const title[] | The title for the new menu. |
| columns | How many colums shall the new menu have. |
| Float:x | The X position of the menu (640x460 canvas - 0 would put the menu at the far left). |
| Float:y | The Y position of the menu (640x460 canvas - 0 would put the menu at the far top). |
| Float:column1width | The width for the first column. |
| Float:column2width | The width for the second column. |
| OPEN_MP_TAGS:... | Indefinite number of arguments of any tag. |
## Returns
The ID of the new menu or **-1** on failure.
## Examples
```c
new Menu:exampleMenu;
public OnGameModeInit()
{
exampleMenu = CreateMenu("Example Menu", 2, 200.0, 100.0, 150.0, 150.0);
return 1;
}
```
## Notes
:::tip
- This function merely CREATES the menu - [ShowMenuForPlayer](ShowMenuForPlayer) must be used to show it.
- You can only create and access 2 columns (0 & 1).
- If the title's length is equal to or greater than 32 chars the title is truncated to 30 characters.
:::
:::warning
There is a limit of 12 items per menu, and a limit of 128 menus in total.
:::
## Related Functions
- [AddMenuItem](AddMenuItem): Adds an item to a specified menu.
- [SetMenuColumnHeader](SetMenuColumnHeader): Set the header for one of the columns in a menu.
- [DestroyMenu](DestroyMenu): Destroy a menu.
- [ShowMenuForPlayer](ShowMenuForPlayer): Show a menu for a player.
- [HideMenuForPlayer](HideMenuForPlayer): Hide a menu for a player.
## Related Callbacks
- [OnPlayerSelectedMenuRow](../callbacks/OnPlayerSelectedMenuRow): Called when a player selected a row in a menu.
- [OnPlayerExitedMenu](../callbacks/OnPlayerExitedMenu): Called when a player exits a menu.
| openmultiplayer/web/docs/scripting/functions/CreateMenu.md/0 | {
"file_path": "openmultiplayer/web/docs/scripting/functions/CreateMenu.md",
"repo_id": "openmultiplayer",
"token_count": 930
} | 281 |
---
title: DestroyPickup
description: Destroys a pickup created with CreatePickup.
tags: ["pickup"]
---
## Description
Destroys a pickup created with CreatePickup.
| Name | Description |
| ------ | ----------------------------------------------------------- |
| pickup | The ID of the pickup to destroy (returned by CreatePickup). |
## Returns
**true** - The function executed successfully.
**false** - The function failed to execute. The pickup specified doesn't exist.
## Examples
```c
new g_PickupArmour;
// Create a pickup for armor.
g_PickupArmour = CreatePickup(1242, 2, 1503.3359, 1432.3585, 10.1191);
// Some time later...
DestroyPickup(g_PickupArmour);
```
## Related Functions
- [CreatePickup](CreatePickup): Create a pickup.
- [IsValidPickup](IsValidPickup): Checks if a pickup is valid.
## Related Callbacks
- [OnPlayerPickUpPickup](../callbacks/OnPlayerPickUpPickup): Called when a player picks up a pickup.
| openmultiplayer/web/docs/scripting/functions/DestroyPickup.md/0 | {
"file_path": "openmultiplayer/web/docs/scripting/functions/DestroyPickup.md",
"repo_id": "openmultiplayer",
"token_count": 328
} | 282 |
---
title: EnableAllAnimations
description: Allow use of the animations missing from some versions.
tags: ["animation"]
---
<VersionWarn version='omp v1.1.0.2612' />
## Description
Allow use of the animations missing from some versions.
| Name | Description |
| ----------- | --------------------------------------------------------------- |
| bool:enable | 'true' to enable missing animations or 'false' to disable them. |
## Returns
This function does not return any specific values.
## Examples
```c
public OnGameModeInit()
{
EnableAllAnimations(true);
return 1;
}
```
## Notes
:::tip
You can also enable or disable missing animations from the [config.json](../../server/config.json) file.
```json
"use_all_animations": false,
```
:::
## Related Functions
- [AreAllAnimationsEnabled](AreAllAnimationsEnabled): Are the animations missing from some versions enabled?
- [ApplyAnimation](ApplyAnimation): Apply an animation to a player.
- [ClearAnimations](ClearAnimations): Clear any animations a player is performing.
## Related Resources
- [Animations](../resources/animations)
| openmultiplayer/web/docs/scripting/functions/EnableAllAnimations.md/0 | {
"file_path": "openmultiplayer/web/docs/scripting/functions/EnableAllAnimations.md",
"repo_id": "openmultiplayer",
"token_count": 362
} | 283 |
---
title: GangZoneFlashForAll
description: Flashes a gangzone for all players.
tags: ["gangzone"]
---
## Description
Flashes a gangzone for all players.
| Name | Description |
| ----------- | ---------------------------------------------------------------------------------------------------------- |
| zoneid | The zone to flash. |
| flashColour | The color to flash the gang zone, as an integer or hex in RGBA color format. Alpha transparency supported. |
## Returns
This function does not return any specific values.
## Examples
```c
new gGangZoneId;
public OnGameModeInit()
{
gGangZoneId = GangZoneCreate(1248.011, 2072.804, 1439.348, 2204.319);
return 1;
}
public OnPlayerDeath(playerid, killerid, WEAPON:reason)
{
GangZoneFlashForAll(gGangZoneId, 0xFF0000FF); // Red
return 1;
}
```
## Related Functions
- [GangZoneCreate](GangZoneCreate): Create a gangzone.
- [GangZoneDestroy](GangZoneDestroy): Destroy a gangzone.
- [GangZoneShowForPlayer](GangZoneShowForPlayer): Show a gangzone for a player.
- [GangZoneShowForAll](GangZoneShowForAll): Show a gangzone for all players.
- [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.
- [GangZoneStopFlashForPlayer](GangZoneStopFlashForPlayer): Stop a gangzone flashing for a player.
- [GangZoneStopFlashForAll](GangZoneStopFlashForAll): Stop a gangzone flashing for all players.
| openmultiplayer/web/docs/scripting/functions/GangZoneFlashForAll.md/0 | {
"file_path": "openmultiplayer/web/docs/scripting/functions/GangZoneFlashForAll.md",
"repo_id": "openmultiplayer",
"token_count": 664
} | 284 |
---
title: Get3DTextLabelPos
description: Gets the 3D text label position.
tags: ["3dtextlabel"]
---
<VersionWarn version='omp v1.1.0.2612' />
## Description
Gets the 3D text label position.
| Name | Description |
| ------------- | ---------------------------------------------------------------------------- |
| Text3D:textid | The ID of the 3D text label to get the position of. |
| &Float:x | An float variable into which to store the X coordinate, passed by reference. |
| &Float:y | An float variable into which to store the Y coordinate, passed by reference. |
| &Float:z | An float variable into which to store the Z coordinate, passed by reference. |
## Examples
```c
new Text3D:gMyLabel;
public OnGameModeInit()
{
gMyLabel = Create3DTextLabel("Hello World!", 0x008080FF, 30.0, 40.0, 50.0, 10.0, 0, false);
new Float:x, Float:y, Float:z;
Get3DTextLabelPos(gMyLabel, x, y, z);
// x = 30.0
// y = 40.0
// z = 50.0
return 1;
}
```
## Related Functions
- [GetPlayer3DTextLabelPos](GetPlayer3DTextLabelPos): Gets the player 3D text label position.
| openmultiplayer/web/docs/scripting/functions/Get3DTextLabelPos.md/0 | {
"file_path": "openmultiplayer/web/docs/scripting/functions/Get3DTextLabelPos.md",
"repo_id": "openmultiplayer",
"token_count": 477
} | 285 |
---
title: GetConsoleVarAsInt
description: Get the integer value of a console variable.
tags: []
---
## Description
Get the integer value of a console variable.
| Name | Description |
| ------------ | ----------------------------------------------------- |
| const cvar[] | The name of the integer variable to get the value of. |
## Returns
The value of the specified console variable. 0 if the specified console variable is not an integer or doesn't exist.
## Examples
```c
new serverPort = GetConsoleVarAsInt("network.port");
printf("Server Port: %i", serverPort);
```
## Notes
:::tip
Type 'varlist' in the server console to display a list of available console variables and their types.
:::
## Related Functions
- [GetConsoleVarAsString](GetConsoleVarAsString): Retreive a server variable as a string.
- [GetConsoleVarAsBool](GetConsoleVarAsBool): Retreive a server variable as a boolean.
| openmultiplayer/web/docs/scripting/functions/GetConsoleVarAsInt.md/0 | {
"file_path": "openmultiplayer/web/docs/scripting/functions/GetConsoleVarAsInt.md",
"repo_id": "openmultiplayer",
"token_count": 291
} | 286 |
---
title: GetNetworkStats
description: Gets the server's network stats and stores them in a string.
tags: []
---
## Description
Gets the server's network stats and stores them in a string.
| Name | Description |
| ---------------------- | -------------------------------------------------------------- |
| output[] | The string to store the network stats in, passed by reference. |
| size = sizeof (output) | The length of the string to be stored. |
## Returns
This function always returns 1.
## Examples
```c
public OnPlayerCommandText(playerid, cmdtext[])
{
if (!strcmp(cmdtext, "/netstats"))
{
new stats[400+1];
GetNetworkStats(stats, sizeof(stats)); // Get the servers networkstats
ShowPlayerDialog(playerid, 0, DIALOG_STYLE_MSGBOX, "Server Network Stats", stats, "Close", "");
}
return 1;
}
```
**Output:**
```
Server Ticks: 200
Messages in Send buffer: 0
Messages sent: 142
Bytes sent: 8203
Acks sent: 11
Acks in send buffer: 0
Messages waiting for ack: 0
Messages resent: 0
Bytes resent: 0
Packetloss: 0.0%
Messages received: 54
Bytes received: 2204
Acks received: 0
Duplicate acks received: 0
Inst. KBits per second: 28.8
KBits per second sent: 10.0
KBits per second received: 2.7
```
## Related Functions
- [GetPlayerNetworkStats](GetPlayerNetworkStats): Gets a player networkstats and saves it into a string.
- [NetStats_GetConnectedTime](NetStats_GetConnectedTime): Get the time that a player has been connected for.
- [NetStats_MessagesReceived](NetStats_MessagesReceived): Get the number of network messages the server has received from the player.
- [NetStats_BytesReceived](NetStats_BytesReceived): Get the amount of information (in bytes) that the server has received from the player.
- [NetStats_MessagesSent](NetStats_MessagesSent): Get the number of network messages the server has sent to the player.
- [NetStats_BytesSent](NetStats_BytesSent): Get the amount of information (in bytes) that the server has sent to the player.
- [NetStats_MessagesRecvPerSecond](NetStats_MessagesRecvPerSecond): Get the number of network messages the server has received from the player in the last second.
- [NetStats_PacketLossPercent](NetStats_PacketLossPercent): Get a player's packet loss percent.
- [NetStats_ConnectionStatus](NetStats_ConnectionStatus): Get a player's connection status.
- [NetStats_GetIpPort](NetStats_GetIpPort): Get a player's IP and port.
| openmultiplayer/web/docs/scripting/functions/GetNetworkStats.md/0 | {
"file_path": "openmultiplayer/web/docs/scripting/functions/GetNetworkStats.md",
"repo_id": "openmultiplayer",
"token_count": 818
} | 287 |
---
title: GetPVarNameAtIndex
description: Retrieve the name of a player's pVar via the index.
tags: ["player variable", "pvar"]
---
## Description
Retrieve the name of a player's pVar via the index.
| Name | Description |
| ---------------------- | -------------------------------------------------------------- |
| playerid | The ID of the player whose player variable to get the name of. |
| index | The index of the player's pVar. |
| output[] | A string to store the pVar'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
- [GetPVarType](GetPVarType): Get the type of the player variable.
- [GetPVarInt](GetPVarInt): Get the previously set integer from a player variable.
- [GetPVarFloat](GetPVarFloat): Get the previously set float from a player variable.
- [GetPVarString](GetPVarString): Get the previously set string from a player variable.
| openmultiplayer/web/docs/scripting/functions/GetPVarNameAtIndex.md/0 | {
"file_path": "openmultiplayer/web/docs/scripting/functions/GetPVarNameAtIndex.md",
"repo_id": "openmultiplayer",
"token_count": 434
} | 288 |
---
title: GetPlayer3DTextLabelText
description: Gets the player's 3D text label text.
tags: ["player", "3dtextlabel"]
---
<VersionWarn version='omp v1.1.0.2612' />
## Description
Gets the player's 3D text label text.
| Name | Description |
| ------------------- | ----------------------------------------------------------- |
| playerid | The ID of the player. |
| PlayerText3D:textid | The ID of the player's 3D text label to get the text of. |
| text[] | An array into which to store the text, passed by reference. |
| len | The length of the text that should be stored. |
## Examples
```c
new PlayerText3D:playerTextId;
new Float:X, Float:Y, Float:Z;
new text[16];
GetPlayerPos(playerid, X, Y, Z);
playerTextId = CreatePlayer3DTextLabel(playerid, "Hello World!", 0x008080FF, X, Y, Z, 40.0);
GetPlayer3DTextLabelText(playerid, playerTextId, text, sizeof(text));
// text = "Hello World!"
```
## Related Functions
- [CreatePlayer3DTextLabel](CreatePlayer3DTextLabel): Creates a 3D Text Label only for a specific player.
- [UpdatePlayer3DTextLabelText](UpdatePlayer3DTextLabelText): Updates a player 3D Text Label's text and colour.
- [Get3DTextLabelText](Get3DTextLabelText): Gets the 3D text label text.
| openmultiplayer/web/docs/scripting/functions/GetPlayer3DTextLabelText.md/0 | {
"file_path": "openmultiplayer/web/docs/scripting/functions/GetPlayer3DTextLabelText.md",
"repo_id": "openmultiplayer",
"token_count": 540
} | 289 |
---
title: GetPlayerCameraTargetPlayerObject
description: Allows you to retrieve the ID of the player-object the player is looking at.
tags: ["player", "camera", "object", "playerobject"]
---
<VersionWarn version='omp v1.1.0.2612' />
## Description
Allows you to retrieve the ID of the player-object the player is looking at.
| Name | Description |
| -------- | ----------------------------- |
| playerid | The ID of the player to check |
## Returns
The ID of the player-object the player is looking at.
If `INVALID_OBJECT_ID` (65535) is returned, player isn't looking at any object.
## Examples
```c
new gPlayerObject[MAX_PLAYERS];
public OnPlayerConnect(playerid)
{
gPlayerObject[playerid] = CreatePlayerObject(playerid, 19174, 978.9045, -986.3599, 40.9522, 0.0000, 0.0000, 228.0000);
return 1;
}
public OnPlayerCommandText(playerid, cmdtext[])
{
if (!strcmp(cmdtext, "/check", true))
{
new objectid = GetPlayerCameraTargetPlayerObject(playerid);
if (objectid == gPlayerObject[playerid])
{
SendClientMessage(playerid, -1, "You're looking at your object.");
}
else if (objectid == INVALID_OBJECT_ID) // INVALID_OBJECT_ID = 65535
{
SendClientMessage(playerid, -1, "You're not looking at any object.");
}
return 1;
}
return 0;
}
```
## Notes
:::warning
This function is disabled by default to save bandwidth. Use [EnablePlayerCameraTarget](EnablePlayerCameraTarget) to enable it for each player.
:::
## Related Functions
- [GetPlayerCameraTargetObject](GetPlayerCameraTargetObject): Get the ID of the object a player is looking at.
- [GetPlayerCameraTargetVehicle](GetplayerCameraTargetVehicle): Get the ID of the vehicle a player is looking at.
- [GetPlayerCameraTargetPlayer](GetplayerCameraTargetPlayer): Get the ID of the player a player is looking at.
- [GetPlayerCameraFrontVector](GetPlayerCameraFrontVector): Get the player's camera front vector
| openmultiplayer/web/docs/scripting/functions/GetPlayerCameraTargetPlayerObject.md/0 | {
"file_path": "openmultiplayer/web/docs/scripting/functions/GetPlayerCameraTargetPlayerObject.md",
"repo_id": "openmultiplayer",
"token_count": 678
} | 290 |
---
title: GetPlayerGravity
description: Get a player's gravity.
tags: ["player"]
---
<VersionWarn version='omp v1.1.0.2612' />
## Description
Get a player's gravity.
| Name | Description |
| -------- | ------------------------------------------- |
| playerid | The ID of the player to get the gravity of. |
## Returns
The player's gravity as float.
## Examples
```c
public OnPlayerCommandText(playerid, cmdtext[])
{
if (!strcmp(cmdtext, "/mygravity", true))
{
new string[32];
format(string, sizeof(string), "Your gravity is: %f", GetPlayerGravity(playerid));
SendClientMessage(playerid, 0xFFFF00FF, string);
return 1;
}
return 0;
}
```
## Related Functions
- [SetPlayerGravity](SetPlayerGravity): Set a player's gravity.
- [GetGravity](GetGravity): Get the currently global gravity.
- [SetGravity](SetGravity): Set the gravity for all players. | openmultiplayer/web/docs/scripting/functions/GetPlayerGravity.md/0 | {
"file_path": "openmultiplayer/web/docs/scripting/functions/GetPlayerGravity.md",
"repo_id": "openmultiplayer",
"token_count": 341
} | 291 |
---
title: GetPlayerObjectAttachedOffset
description: Get the attachment offset and rotation of a player-object.
tags: ["player", "object", "playerobject"]
---
<VersionWarn version='omp v1.1.0.2612' />
## Description
Get the attachment offset and rotation of a player-object.
| Name | Description |
|------------------|-----------------------------------------------------------------------------------|
| playerid | The ID of the player. |
| objectid | The ID of the player-object to get the offset and rotation of. |
| &Float:offsetX | A float variable in which to store the offsetX coordinate, passed by reference. |
| &Float:offsetY | A float variable in which to store the offsetY coordinate, passed by reference. |
| &Float:offsetZ | A float variable in which to store the offsetZ coordinate, passed by reference. |
| &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
Float:offsetX,
Float:offsetY,
Float:offsetZ,
Float:rotationX,
Float:rotationY,
Float:rotationZ;
GetPlayerObjectAttachedOffset(playerid, playerobjectid, offsetX, offsetY, offsetZ, rotationX, rotationY, rotationZ);
```
## Related Functions
- [GetPlayerObjectAttachedData](GetPlayerObjectAttachedData): Get the attachment data of a player-object.
- [GetObjectAttachedOffset](GetObjectAttachedOffset): Get the attachment offset and rotation of an object.
| openmultiplayer/web/docs/scripting/functions/GetPlayerObjectAttachedOffset.md/0 | {
"file_path": "openmultiplayer/web/docs/scripting/functions/GetPlayerObjectAttachedOffset.md",
"repo_id": "openmultiplayer",
"token_count": 669
} | 292 |
---
title: GetPlayerPoolSize
description: Gets the highest playerid currently in use on the server.
tags: ["player"]
---
<VersionWarn version='SA-MP 0.3.7' />
## Description
Gets the highest playerid currently in use on the server. Note that in SA:MP this function is broken and will return `0` even when there are no players. fixes.inc and open.mp correct this to return `-1`, but also deprecate the function in favour of `MAX_PLAYERS` or `foreach`.
## Examples
```c
FreezeAll()
{
// note that we assign the return value to a new variable (j) to avoid calling the function with each iteration
for (new i = 0, j = GetPlayerPoolSize(); i <= j; i++)
{
TogglePlayerControllable(i, 0);
}
}
```
## Related Functions
- [GetVehiclePoolSize](GetVehiclePoolSize): Gets the highest vehicleid currently in use on the server.
- [GetMaxPlayers](GetMaxPlayers): Gets the maximum number of players that can join the server.
| openmultiplayer/web/docs/scripting/functions/GetPlayerPoolSize.md/0 | {
"file_path": "openmultiplayer/web/docs/scripting/functions/GetPlayerPoolSize.md",
"repo_id": "openmultiplayer",
"token_count": 286
} | 293 |
---
title: GetPlayerSurfingVehicleID
description: Get the ID of the vehicle that the player is surfing (stuck to the roof of).
tags: ["player", "vehicle"]
---
## Description
Get the ID of the vehicle that the player is surfing (stuck to the roof of).
| Name | Description |
| -------- | ---------------------------------------------------------------- |
| playerid | The ID of the player you want to know the surfing vehicle ID of. |
## Returns
The ID of the vehicle that the player is surfing. If they are not surfing a vehicle or the vehicle they are surfing has no driver, `INVALID_VEHICLE_ID`.
If the player specified is not connected, `INVALID_VEHICLE_ID` also.
## Examples
```c
new surfingVehicleId = GetPlayerSurfingVehicleID(playerid);
if (surfingVehicleId == INVALID_VEHICLE_ID)
{
SendClientMessage(playerid, COLOR_RED, "You are not surfing.");
}
```
## Related Functions
- [GetPlayerVehicleID](GetPlayerVehicleID): Get the ID of the vehicle the player is in.
- [GetPlayerVehicleSeat](GetPlayerVehicleSeat): Check what seat a player is in.
- [GetPlayerSurfingObjectID](GetPlayerSurfingObjectID): Gets the ID of the object the player is surfing on.
- [GetPlayerSurfingOffsets](GetPlayerSurfingOffsets): Gets a player's surfing offsets.
| openmultiplayer/web/docs/scripting/functions/GetPlayerSurfingVehicleID.md/0 | {
"file_path": "openmultiplayer/web/docs/scripting/functions/GetPlayerSurfingVehicleID.md",
"repo_id": "openmultiplayer",
"token_count": 414
} | 294 |
---
title: GetPlayerWorldBounds
description: Get a player's world boundaries.
tags: ["player"]
---
<VersionWarn version='omp v1.1.0.2612' />
## Description
Get a player's world boundaries.
| Name | Description |
|-------------|------------------------------------------------------------------------------|
| playerid | The ID of the player. |
| &Float:maxX | A float variable in which to store the maxX coordinate, passed by reference. |
| &Float:minX | A float variable in which to store the minX coordinate, passed by reference. |
| &Float:maxY | A float variable in which to store the maxY coordinate, passed by reference. |
| &Float:minY | A float variable in which to store the minY coordinate, passed by reference. |
## Returns
This function does not return a specific value.
## Examples
```c
public OnPlayerSpawn(playerid)
{
SetPlayerWorldBounds(playerid, -1212.0, -1420.0, 2628.5, 2430.5);
new
Float:maxX,
Float:minX,
Float:maxY,
Float:minY;
GetPlayerWorldBounds(playerid, maxX, minX, maxY, minY);
// maxX = -1212.0
// minX = -1420.0
// maxY = 2628.5
// minY = 2430.5
return 1;
}
```
## Related Functions
- [SetPlayerWorldBounds](SetPlayerWorldBounds): Set the world boundaries for a player. Players can not go out of the boundaries (they will be pushed back in).
- [ClearPlayerWorldBounds](ClearPlayerWorldBounds): Reset the player's world boundaries to default world boundaries.
| openmultiplayer/web/docs/scripting/functions/GetPlayerWorldBounds.md/0 | {
"file_path": "openmultiplayer/web/docs/scripting/functions/GetPlayerWorldBounds.md",
"repo_id": "openmultiplayer",
"token_count": 602
} | 295 |
---
title: GetSpawnInfo
description: Return the current spawn data for a player, where they will spawn next.
tags: ["player"]
---
<VersionWarn version='omp v1.1.0.2612' />
## Description
Return the current spawn data for a player, where they will spawn next.
| Name | Description |
|-----------------|---------------------------------------------------------------------------------|
| playerid | The ID of the player you want to get spawn information from. |
| &team | A variable into which to store the team ID, passed by reference. |
| &skin | A variable into which to store the skin ID, passed by reference. |
| &Float:spawnX | A Float variable into which to store the X-coordinate, passed by reference. |
| &Float:spawnY | A Float variable into which to store the Y-coordinate, passed by reference. |
| &Float:spawnZ | A Float variable into which to store the Z-coordinate, passed by reference. |
| &Float:angle | A Float variable into which to store the Facing angle, passed by reference. |
| &WEAPON:weapon1 | A variable into which to store the weapon1, passed by reference. |
| &ammo1 | A variable into which to store the ammo1, passed by reference. |
| &WEAPON:weapon2 | A variable into which to store the weapon2, passed by reference. |
| &ammo2 | A variable into which to store the ammo2, passed by reference. |
| &WEAPON:weapon3 | A variable into which to store the weapon3, passed by reference. |
| &ammo3 | A variable into which to store the ammo3, passed by reference. |
## Returns
`true` - The function was executed successfully.
`false` - The function failed to execute. The specified player is not connected.
## Examples
```c
public OnPlayerRequestClass(playerid, classid)
{
SetSpawnInfo(playerid, NO_TEAM, 293, 1139.4786, -1761.3989, 13.5844, 0.0000, WEAPON_SAWEDOFF, 36, WEAPON_UZI, 150, WEAPON_FIST, 0);
new
team,
skin,
Float:spawnX,
Float:spawnY,
Float:spawnZ,
Float:angle,
WEAPON:weapon1,
ammo1,
WEAPON:weapon2,
ammo2,
WEAPON:weapon3,
ammo3;
GetSpawnInfo(playerid, team, skin, spawnX, spawnY, spawnZ, angle, weapon1, ammo1, weapon2, ammo2, weapon3, ammo3);
// team = NO_TEAM
// skin = 293
// spawnX = 1139.4786
// spawnY = -1761.3989
// spawnZ = 13.5844
// angle = 0.0000
// weapon1 = WEAPON_SAWEDOFF
// ammo1 = 36
// weapon2 = WEAPON_UZI
// ammo2 = 150
// weapon3 = WEAPON_FIST
// ammo3 = 0
}
```
## Related Functions
- [SetSpawnInfo](SetSpawnInfo): This function can be used to change the spawn information of a specific player.
| openmultiplayer/web/docs/scripting/functions/GetSpawnInfo.md/0 | {
"file_path": "openmultiplayer/web/docs/scripting/functions/GetSpawnInfo.md",
"repo_id": "openmultiplayer",
"token_count": 1198
} | 296 |
---
title: GetVehicleMatrix
description: Gets the actual rotation matrix of the vehicle.
tags: ["vehicle"]
---
<VersionWarn version='omp v1.1.0.2612' />
## Description
Gets the actual rotation matrix of the vehicle.
## Parameters
| Name | Description |
|---------------|--------------------------------------------------------------------------------|
| vehicleid | The ID of the vehicle. |
| &Float:rightX | A float variable in which to store the rightX coordinate, passed by reference. |
| &Float:rightY | A float variable in which to store the rightY coordinate, passed by reference. |
| &Float:rightZ | A float variable in which to store the rightZ coordinate, passed by reference. |
| &Float:upX | A float variable in which to store the upX coordinate, passed by reference. |
| &Float:upY | A float variable in which to store the upY coordinate, passed by reference. |
| &Float:upZ | A float variable in which to store the upZ coordinate, passed by reference. |
| &Float:atX | A float variable in which to store the atX coordinate, passed by reference. |
| &Float:atY | A float variable in which to store the atY coordinate, passed by reference. |
| &Float:atZ | A float variable in which to store the atZ coordinate, passed by reference. |
## Examples
```c
new
Float:rightX,
Float:rightY,
Float:rightZ,
Float:upX,
Float:upY,
Float:upZ,
Float:atX,
Float:atY,
Float:atZ;
GetVehicleMatrix(vehicleid, rightX, rightY, rightZ, upX, upY, upZ, atX, atY, atZ);
```
## Related Functions
- [GetVehicleRotationQuat](GetVehicleRotationQuat): Returns a vehicle's rotation on all axes as a quaternion.
| openmultiplayer/web/docs/scripting/functions/GetVehicleMatrix.md/0 | {
"file_path": "openmultiplayer/web/docs/scripting/functions/GetVehicleMatrix.md",
"repo_id": "openmultiplayer",
"token_count": 666
} | 297 |
---
title: GetVehicleRotationQuat
description: Returns a vehicle's rotation on all axes as a quaternion.
tags: ["vehicle"]
---
## Description
Returns a vehicle's rotation on all axes as a quaternion.
| Name | Description |
| --------- | ------------------------------------------------------------------------------------ |
| vehicleid | The ID of the vehicle to get the rotation of. |
| &Float:w | A float variable in which to store the first quaternion angle, passed by reference. |
| &Float:x | A float variable in which to store the second quaternion angle, passed by reference. |
| &Float:y | A float variable in which to store the third quaternion angle, passed by reference. |
| &Float:z | A float variable in which to store the fourth quaternion angle, 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 rotation is stored in the specified variables.
## Examples
```c
new
Float:w,
Float:x,
Float:y,
Float:z;
GetVehicleRotationQuat(vehicleid, w, x, y, z);
```
## Notes
:::tip
- There is no 'set' variation of this function; you can not SET a vehicle's rotation (apart from the Z angle)
- This function may return incorrect values for unoccupied vehicles. The reason is that the third row of the vehicle's internal rotation matrix gets corrupted if it gets updated while unoccupied.
:::
## Related Functions
- [GetVehicleZAngle](GetVehicleZAngle): Check the current angle of a vehicle.
- [GetVehicleRotation](GetVehicleRotation): Get the rotation of a vehicle on the XYZ axis.
- [GetVehicleMatrix](GetVehicleMatrix): Gets the actual rotation matrix of the vehicle.
| openmultiplayer/web/docs/scripting/functions/GetVehicleRotationQuat.md/0 | {
"file_path": "openmultiplayer/web/docs/scripting/functions/GetVehicleRotationQuat.md",
"repo_id": "openmultiplayer",
"token_count": 595
} | 298 |
---
title: GivePlayerWeapon
description: Give a player a weapon with a specified amount of ammo.
tags: ["player"]
---
## Description
Give a player a weapon with a specified amount of ammo.
| Name | Description |
|-----------------|-----------------------------------------------------------------------|
| playerid | The ID of the player to give a weapon to. |
| WEAPON:weaponid | The [ID of the weapon](../resources/weaponids) to give to the player. |
| ammo | The amount of ammo to give to the player. |
## Returns
**1** - The function was executed successfully.
**0** - The function failed to execute. This means the player is not connected.
## Examples
```c
GivePlayerWeapon(playerid, WEAPON_SAWEDOFF, 64); // Give playerid a sawn-off shotgun with 64 ammo
```
## Related Functions
- [SetPlayerArmedWeapon](SetPlayerArmedWeapon): Set a player's armed weapon.
- [GetPlayerWeapon](GetPlayerWeapon): Check what weapon a player is currently holding.
- [ResetPlayerWeapons](ResetPlayerWeapons): Removes all weapons from a player.
- [RemovePlayerWeapon](RemovePlayerWeapon): Remove a specified weapon from a player.
## Related Resources
- [Weapon IDs](../resources/weaponids)
| openmultiplayer/web/docs/scripting/functions/GivePlayerWeapon.md/0 | {
"file_path": "openmultiplayer/web/docs/scripting/functions/GivePlayerWeapon.md",
"repo_id": "openmultiplayer",
"token_count": 453
} | 299 |
---
title: IsActorInvulnerable
description: Check if an actor is invulnerable.
tags: ["actor"]
---
<VersionWarn version='SA-MP 0.3.7' />
## Description
Check if an actor is invulnerable.
| Name | Description |
| ------- | ----------------------------- |
| actorid | The ID of the actor to check. |
## Returns
**true** - The actor is invulnerable.
**false** - The actor is vulnerable.
## Examples
```c
new gMyActor;
public OnGameModeInit()
{
gMyActor = CreateActor(179, 316.1, -134.0, 999.6, 90.0); // Actor as a salesperson in Ammunation.
if (IsActorInvulnerable(gMyActor))
{
print("Actor is invulnerable.");
}
else
{
print("Actor is vulnerable.");
}
return 1;
}
```
## Related Functions
- [CreateActor](CreateActor): Create an actor (static NPC).
- [SetActorInvulnerable](SetActorInvulnerable): Set actor invulnerable.
- [SetActorHealth](SetActorHealth): Set the health of an actor.
| openmultiplayer/web/docs/scripting/functions/IsActorInvulnerable.md/0 | {
"file_path": "openmultiplayer/web/docs/scripting/functions/IsActorInvulnerable.md",
"repo_id": "openmultiplayer",
"token_count": 348
} | 300 |
---
title: IsPlayerCameraTargetEnabled
description: Check if the player camera target is enabled.
tags: ["player"]
---
<VersionWarn version='omp v1.1.0.2612' />
## Description
Check if the player camera target is enabled.
| Name | Description |
| -------- | -------------------- |
| playerid | The ID of the player |
## Returns
**true** - Enable.
**false** - Disable.
## Examples
```c
public OnPlayerSpawn(playerid)
{
if (IsPlayerCameraTargetEnabled(playerid))
{
// do something
}
return 1;
}
```
## Related Functions
- [EnablePlayerCameraTarget](EnablePlayerCameraTarget): Toggle camera targeting functions for a player.
| openmultiplayer/web/docs/scripting/functions/IsPlayerCameraTargetEnabled.md/0 | {
"file_path": "openmultiplayer/web/docs/scripting/functions/IsPlayerCameraTargetEnabled.md",
"repo_id": "openmultiplayer",
"token_count": 217
} | 301 |
---
title: IsPlayerNPC
description: Check if a player is an actual player or an NPC.
tags: ["player", "npc"]
---
## Description
Check if a player is an actual player or an NPC.
| Name | Description |
| -------- | ------------------------------ |
| playerid | The ID of the player to check. |
## Returns
**true** - The player is an NPC.
**false** - The player is not an NPC.
## Examples
```c
public OnPlayerConnect(playerid)
{
if (IsPlayerNPC(playerid))
{
SendClientMessageToAll(-1, "An NPC connected!");
return 1;
}
// The other code here won't be executed unless its a player
}
```
## Related Functions
- [ConnectNPC](ConnectNPC): Connect an NPC.
- [IsPlayerAdmin](IsPlayerAdmin): Checks if a player is logged into RCON.
| openmultiplayer/web/docs/scripting/functions/IsPlayerNPC.md/0 | {
"file_path": "openmultiplayer/web/docs/scripting/functions/IsPlayerNPC.md",
"repo_id": "openmultiplayer",
"token_count": 275
} | 302 |
---
title: IsValidAnimationLibrary
description: Checks if the given animation library is valid.
tags: ["animation"]
---
<VersionWarn version='omp v1.1.0.2612' />
## Description
Checks if the given animation library is valid.
| Name | Description |
| ------------ | ----------------------------------------------------------- |
| const name[] | The animation library name to check. |
## Returns
Returns true if the animation library is valid, otherwise false.
## Examples
```c
if (IsValidAnimationLibrary("PED"))
{
// Animation library is valid
}
else
{
// Animation library is not valid
}
```
## Related Functions
- [ApplyAnimation](ApplyAnimation): Apply an animation to a player.
## Related Resources
- [Animations](../resources/animations)
| openmultiplayer/web/docs/scripting/functions/IsValidAnimationLibrary.md/0 | {
"file_path": "openmultiplayer/web/docs/scripting/functions/IsValidAnimationLibrary.md",
"repo_id": "openmultiplayer",
"token_count": 285
} | 303 |
---
title: IsVehicleDead
description: Check if a vehicle is dead.
tags: ["vehicle"]
---
<VersionWarn version='omp v1.1.0.2612' />
## Description
Check if a vehicle is dead.
## Parameters
| Name | Description |
|-----------|------------------------|
| vehicleid | The ID of the vehicle. |
## Return Values
**true** - Vehicle is dead.
**false** - Vehicle is not dead.
## Examples
```c
if (IsVehicleDead(vehicleid))
{
// Vehicle is dead
}
else
{
// Vehicle is not dead
}
```
## Related Functions
- [SetVehicleDead](SetVehicleDead): Sets the vehicle to dead.
| openmultiplayer/web/docs/scripting/functions/IsVehicleDead.md/0 | {
"file_path": "openmultiplayer/web/docs/scripting/functions/IsVehicleDead.md",
"repo_id": "openmultiplayer",
"token_count": 208
} | 304 |
---
title: NetStats_GetConnectedTime
description: Gets the amount of time (in milliseconds) that a player has been connected to the server for.
tags: ["network monitoring"]
---
## Description
Gets the amount of time (in milliseconds) that a player has been connected to the server for.
| Name | Description |
| -------- | -------------------------------------------------- |
| playerid | The ID of the player to get the connected time of. |
## Returns
This function returns the amount of time (in milliseconds) that a player has been connected to the server for.
0 is returned if the player is not connected.
## Examples
```c
public OnPlayerCommandText(playerid,cmdtext[])
{
if (!strcmp(cmdtext, "/connectedtime"))
{
new szString[144];
format(szString, sizeof(szString), "You have been connected for %i milliseconds.", NetStats_GetConnectedTime(playerid));
SendClientMessage(playerid, -1, szString);
}
return 1;
}
```
## Notes
:::tip
The return value is not reset to zero after changing the game mode (using the RCON command "gmx").
:::
## Related Functions
- [GetPlayerNetworkStats](GetPlayerNetworkStats): Gets a player's networkstats and saves it into a string.
- [GetNetworkStats](GetNetworkStats): Gets the server's networkstats and saves it into a string.
- [NetStats_MessagesReceived](NetStats_MessagesReceived): Get the number of network messages the server has received from the player.
- [NetStats_BytesReceived](NetStats_BytesReceived): Get the amount of information (in bytes) that the server has received from the player.
- [NetStats_MessagesSent](NetStats_MessagesSent): Get the number of network messages the server has sent to the player.
- [NetStats_BytesSent](NetStats_BytesSent): Get the amount of information (in bytes) that the server has sent to the player.
- [NetStats_MessagesRecvPerSecond](NetStats_MessagesRecvPerSecond): Get the number of network messages the server has received from the player in the last second.
- [NetStats_PacketLossPercent](NetStats_PacketLossPercent): Get a player's packet loss percent.
- [NetStats_ConnectionStatus](NetStats_ConnectionStatus): Get a player's connection status.
- [NetStats_GetIpPort](NetStats_GetIpPort): Get a player's IP and port.
| openmultiplayer/web/docs/scripting/functions/NetStats_GetConnectedTime.md/0 | {
"file_path": "openmultiplayer/web/docs/scripting/functions/NetStats_GetConnectedTime.md",
"repo_id": "openmultiplayer",
"token_count": 673
} | 305 |
---
title: PlayerTextDrawGetBackgroundColour
description: Gets the background colour of a player-textdraw
tags: ["player", "textdraw", "playertextdraw"]
---
<VersionWarn version='omp v1.1.0.2612' />
## Description
Gets the background colour of a player-textdraw
| Name | Description |
| ----------------- | ------------------------------------------------------------- |
| playerid | The ID of the player |
| PlayerText:textid | The ID of the player textdraw to get the background colour of |
## Returns
Returns the background colour of the player-textdraw.
## Examples
```c
new PlayerText:pTextdraw[MAX_PLAYERS];
public OnPlayerConnect(playerid)
{
pTextdraw[playerid] = CreatePlayerTextDraw(playerid, 320.0, 240.0, "Example Text");
PlayerTextDrawSetOutline(playerid, pTextdraw[playerid], 1);
PlayerTextDrawBackgroundColour(playerid, pTextdraw[playerid], 0x00FF00FF);
PlayerTextDrawShow(playerid, pTextdraw[playerid]);
new backgroundColour = PlayerTextDrawGetBackgroundColour(playerid, pTextdraw[playerid]);
// backgroundColour = 0x00FF00FF
return 1;
}
```
## Related Functions
- [CreatePlayerTextDraw](CreatePlayerTextDraw): Create a player-textdraw.
- [PlayerTextDrawDestroy](PlayerTextDrawDestroy): Destroy a player-textdraw.
- [PlayerTextDrawBoxColour](PlayerTextDrawBoxColour): Set the colour of a player-textdraw's box.
- [PlayerTextDrawBackgroundColour](PlayerTextDrawBackgroundColour): Set the background colour 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.
| openmultiplayer/web/docs/scripting/functions/PlayerTextDrawGetBackgroundColour.md/0 | {
"file_path": "openmultiplayer/web/docs/scripting/functions/PlayerTextDrawGetBackgroundColour.md",
"repo_id": "openmultiplayer",
"token_count": 843
} | 306 |
---
title: PlayerTextDrawHide
description: Hide a player-textdraw from the player it was created for.
tags: ["player", "textdraw", "playertextdraw"]
---
## Description
Hide a player-textdraw from the player it was created for
| Name | Description |
| ----------------- | --------------------------------------------- |
| playerid | The ID of the player to hide the textdraw for |
| PlayerText:textid | The ID of the textdraw to hide |
## Returns
This function does not return any specific values.
## Examples
```c
new PlayerText:welcomeText[MAX_PLAYERS];
public OnPlayerConnect(playerid)
{
welcomeText[playerid] = CreatePlayerTextDraw(playerid, 320.0, 240.0, "Welcome to my OPEN.MP server");
PlayerTextDrawShow(playerid, welcomeText[playerid]);
return 1;
}
public OnPlayerSpawn(playerid)
{
PlayerTextDrawHide(playerid, welcomeText[playerid]);
return 1;
}
```
## Related Functions
- [PlayerTextDrawShow](PlayerTextDrawShow): Show a player-textdraw.
- [CreatePlayerTextDraw](CreatePlayerTextDraw): Create a player-textdraw.
- [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.
| openmultiplayer/web/docs/scripting/functions/PlayerTextDrawHide.md/0 | {
"file_path": "openmultiplayer/web/docs/scripting/functions/PlayerTextDrawHide.md",
"repo_id": "openmultiplayer",
"token_count": 733
} | 307 |
---
title: PlayerTextDrawTextSize
description: Change the size of a player-textdraw (box if PlayerTextDrawUseBox is enabled and/or clickable area for use with PlayerTextDrawSetSelectable).
tags: ["player", "textdraw", "playertextdraw"]
---
## Description
Change the size of a player-textdraw (box if [PlayerTextDrawUseBox](PlayerTextDrawUseBox) is enabled and/or clickable area for use with [PlayerTextDrawSetSelectable](PlayerTextDrawSetSelectable)).
| Name | Description |
| ----------------- | -------------------------------------------------------------------------------------- |
| playerid | The ID of the player whose player-textdraw to set the size of |
| PlayerText:textid | The ID of the player-textdraw to set the size of. |
| Float:width | The size on the X axis (left/right) following the same 640x480 grid as TextDrawCreate. |
| Float:height | The size on the Y axis (up/down) following the same 640x480 grid as TextDrawCreate. |
## Returns
This function does not return any specific values.
## Examples
```c
new PlayerText:welcomeText[MAX_PLAYERS];
public OnPlayerConnect(playerid)
{
welcomeText[playerid] = CreatePlayerTextDraw(playerid, 320.0, 240.0, "Welcome to my server!");
PlayerTextDrawTextSize(playerid, welcomeText[playerid], 2.0, 3.6);
PlayerTextDrawShow(playerid, welcomeText[playerid]);
return 1;
}
```
## Notes
:::tip
- The x and y have different meanings with different [PlayerTextDrawAlignment](PlayerTextDrawAlignment) values:
- 1 (left): they are the right-most corner of the box, absolute coordinates.
- 2 (center): they need to inverted (switch the two) and the x value is the overall width of the box.
- 3 (right): the x and y are the coordinates of the left-most corner of the box
- Using font type 4 (sprite) and 5 (model preview) converts X and Y of this function from corner coordinates to WIDTH and HEIGHT (offsets).
- The TextDraw box starts 10.0 units up and 5.0 to the left as the origin (TextDrawCreate coordinate).
- This function defines the clickable area for use with [PlayerTextDrawSetSelectable](PlayerTextDrawSetSelectable), whether a box is shown or not.
:::
## Related Functions
- [CreatePlayerTextDraw](CreatePlayerTextDraw): Create a player-textdraw.
- [PlayerTextDrawDestroy](PlayerTextDrawDestroy): Destroy a player-textdraw.
- [PlayerTextDrawGetTextSize](PlayerTextDrawGetTextSize): Gets the X axis and Y axis of the player-textdraw text size.
- [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.
- [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.
| openmultiplayer/web/docs/scripting/functions/PlayerTextDrawTextSize.md/0 | {
"file_path": "openmultiplayer/web/docs/scripting/functions/PlayerTextDrawTextSize.md",
"repo_id": "openmultiplayer",
"token_count": 1185
} | 308 |
---
title: Set3DTextLabelVirtualWorld
description: Sets the 3D text label virtual world id.
tags: ["3dtextlabel"]
---
<VersionWarn version='omp v1.1.0.2612' />
## Description
Sets the 3D text label virtual world id.
| Name | Description |
| ------------- | ---------------------------------------------------------- |
| Text3D:textid | The ID of the 3D text label to set the virtual world id. |
| virtualWorld | The virtual world in which you are able to see the 3D Text |
## Examples
```c
new Text3D:gMyLabel;
gMyLabel = Create3DTextLabel("Hello World!", 0x008080FF, 30.0, 40.0, 50.0, 10.0, 20, false);
Set3DTextLabelVirtualWorld(gMyLabel, 60);
// The virtual world id changed from '20' to '60'
```
## Related Functions
- [Get3DTextLabelVirtualWorld](Get3DTextLabelVirtualWorld): Gets the 3D text label virtual world id.
- [SetPlayer3DTextLabelVirtualWorld](SetPlayer3DTextLabelVirtualWorld): Sets the player 3D text label virtual world id.
| openmultiplayer/web/docs/scripting/functions/Set3DTextLabelVirtualWorld.md/0 | {
"file_path": "openmultiplayer/web/docs/scripting/functions/Set3DTextLabelVirtualWorld.md",
"repo_id": "openmultiplayer",
"token_count": 355
} | 309 |
---
title: SetObjectMaterial
description: Replace the texture of an object with the texture from another model in the game.
tags: ["object"]
---
## Description
Replace the texture of an object with the texture from another model in the game.
| Name | Description |
| ---------------------- | ------------------------------------------------------------------------------------------------------------------------------------------- |
| objectid | The ID of the object to change the texture of |
| materialIndex | The material index on the object to change (0 to 15) |
| modelid | The modelid on which the replacement texture is located. Use 0 for alpha. Use -1 to change the material color without altering the texture. |
| const textureLibrary[] | The name of the txd file which contains the replacement texture (use "none" if not required) |
| const textureName[] | The name of the texture to use as the replacement (use "none" if not required) |
| materialColour | The object color to set, as an integer or hex in ARGB color format. Using 0 keeps the existing material color. |
## Returns
**true** - The function was executed successfully.
**false** - The function failed to execute.
## Examples
```c
public OnPlayerCommandText(playerid,cmdtext[])
{
if (!strcmp(cmdtext, "/mycommand", true))
{
new
Float:x, Float:y, Float:z,
myObject;
GetPlayerPos(playerid, x, y, z);
myObject = CreateObject(19371, x, y, z+0.5, 0.0, 0.0, 0.0, 300.0);
SetObjectMaterial(myObject, 0, 19341, "egg_texts", "easter_egg01", 0xFFFFFFFF);
// Replaces the texture of our object with the texture of object 19341
return 1;
}
return 0;
}
```
## Notes
:::tip
Vertex lighting of the object will disappear if material color is changed.
:::
:::warning
You MUST use ARGB color format, not RGBA like used in client messages etc.
:::
## Related Functions
- [SetPlayerObjectMaterial](SetPlayerObjectMaterial): Replace the texture of a player object with the texture from another model in the game.
- [SetObjectMaterialText](SetObjectMaterialText): Replace the texture of an object with text.
## 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
| openmultiplayer/web/docs/scripting/functions/SetObjectMaterial.md/0 | {
"file_path": "openmultiplayer/web/docs/scripting/functions/SetObjectMaterial.md",
"repo_id": "openmultiplayer",
"token_count": 1229
} | 310 |
---
title: SetPickupVirtualWorld
description: Sets the virtual world ID of a pickup.
tags: ["pickup"]
---
<VersionWarn version='omp v1.1.0.2612' />
## Description
Sets the virtual world ID of a pickup.
| Name | Description |
|--------------|------------------------------|
| pickupid | The ID of the pickup. |
| virtualWorld | The virtual world ID to set. |
## Returns
This function always returns **true**.
## Examples
```c
new g_Pickup;
public OnGameModeInit()
{
g_Pickup = CreatePickup(1239, 1, 1686.6160, 1455.4277, 10.7705, 20);
SetPickupVirtualWorld(g_Pickup, 10);
return 1;
}
```
## Related Functions
- [CreatePickup](CreatePickup): Create a pickup.
- [AddStaticPickup](AddStaticPickup): Add a static pickup.
- [DestroyPickup](DestroyPickup): Destroy a pickup.
- [IsValidPickup](IsValidPickup): Checks if a pickup is valid.
- [IsPickupStreamedIn](IsPickupStreamedIn): Checks if a pickup is streamed in for a specific player.
- [IsPickupHiddenForPlayer](IsPickupHiddenForPlayer): Checks if a pickup is hidden for a specific player.
- [SetPickupPos](SetPickupPos): Sets the position of a pickup.
- [GetPickupPos](GetPickupPos): Gets the coordinates of a pickup.
- [SetPickupModel](SetPickupModel): Sets the model of a pickup.
- [GetPickupModel](GetPickupModel): Gets the model ID of a pickup.
- [SetPickupType](SetPickupType): Sets the type of a pickup.
- [GetPickupType](GetPickupType): Gets the type of a pickup.
- [GetPickupVirtualWorld](GetPickupVirtualWorld): Gets the virtual world ID of a pickup.
- [ShowPickupForPlayer](ShowPickupForPlayer): Shows a pickup for a specific player.
- [HidePickupForPlayer](HidePickupForPlayer): Hides a pickup for a specific player.
- [SetPickupForPlayer](SetPickupForPlayer): Adjusts the pickup model, type, and position for a specific player.
| openmultiplayer/web/docs/scripting/functions/SetPickupVirtualWorld.md/0 | {
"file_path": "openmultiplayer/web/docs/scripting/functions/SetPickupVirtualWorld.md",
"repo_id": "openmultiplayer",
"token_count": 599
} | 311 |
---
title: SetPlayerHealth
description: Set the health of a player.
tags: ["player"]
---
## Description
Set the health of a player.
| Name | Description |
| ------------ | ---------------------------------------------------------------------------------------------------------------------------- |
| playerid | The ID of the player to set the health of. |
| Float:health | The value to set the player's health to. Max health that can be displayed in the HUD is 100, though higher values are valid. |
## Returns
**true** - The function executed successfully.
**false** - The function failed to execute. This means the player specified does not exist.
## Examples
```c
public OnPlayerCommandText(playerid, cmdtext[])
{
if (!strcmp("/heal", cmdtext, true))
{
// Sets the players health to full
SetPlayerHealth(playerid, 100.0);
return 1;
}
if (!strcmp("/kill", cmdtext, true))
{
// Kills the players
SetPlayerHealth(playerid, 0.0);
return 1;
}
return 0;
}
```
## Notes
:::tip
- If a player's health is set to 0.0 or a minus value, they will die instantly.
- If a player's health is below 10.0 or above 98303.0, their health bar will flash.
:::
:::warning
Health is obtained rounded to integers: set 50.15, but get 50.0
:::
## Related Functions
- [GetPlayerHealth](GetPlayerHealth): Find out how much health a player has.
- [GetPlayerArmour](GetPlayerArmour): Find out how much armour a player has.
- [SetPlayerArmour](SetPlayerArmour): Set the armour of a player.
| openmultiplayer/web/docs/scripting/functions/SetPlayerHealth.md/0 | {
"file_path": "openmultiplayer/web/docs/scripting/functions/SetPlayerHealth.md",
"repo_id": "openmultiplayer",
"token_count": 687
} | 312 |
---
title: SetPlayerPickupVirtualWorld
description: Sets the virtual world ID of a player-pickup.
tags: ["player", "pickup", "playerpickup"]
---
<VersionWarn version='omp v1.1.0.2612' />
## Description
Sets the virtual world ID of a player-pickup.
| Name | Description |
|--------------|------------------------------|
| playerid | The ID of the player. |
| pickupid | The ID of the player-pickup. |
| virtualWorld | The virtual world ID to set. |
## Returns
This function always returns **true**.
## Examples
```c
new PlayerPickup[MAX_PLAYERS];
public OnPlayerConnect(playerid)
{
PlayerPickup[playerid] = CreatePlayerPickup(playerid, 1242, 1, 2010.0979, 1222.0642, 10.8206, 20);
SetPlayerPickupVirtualWorld(playerid, PlayerPickup[playerid], 10);
return 1;
}
```
## Related Functions
- [CreatePlayerPickup](CreatePlayerPickup): Creates a pickup which will be visible to only one player.
- [DestroyPlayerPickup](DestroyPlayerPickup): Destroy a player-pickup.
- [IsValidPlayerPickup](IsValidPlayerPickup): Checks if a player-pickup is valid.
- [IsPlayerPickupStreamedIn](IsPlayerPickupStreamedIn): Checks if a player-pickup is streamed in for the player.
- [SetPlayerPickupPos](SetPlayerPickupPos): Sets the position of a player-pickup.
- [GetPlayerPickupPos](GetPlayerPickupPos): Gets the coordinates of a player-pickup.
- [SetPlayerPickupModel](SetPlayerPickupModel): Sets the model of a player-pickup.
- [GetPlayerPickupModel](GetPlayerPickupModel): Gets the model ID of a player-pickup.
- [SetPlayerPickupType](SetPlayerPickupType): Sets the type of a player-pickup.
- [GetPlayerPickupType](GetPlayerPickupType): Gets the type of a player-pickup.
- [GetPlayerPickupVirtualWorld](GetPlayerPickupVirtualWorld): Gets the virtual world ID of a player-pickup.
| openmultiplayer/web/docs/scripting/functions/SetPlayerPickupVirtualWorld.md/0 | {
"file_path": "openmultiplayer/web/docs/scripting/functions/SetPlayerPickupVirtualWorld.md",
"repo_id": "openmultiplayer",
"token_count": 593
} | 313 |
---
title: SetSVarFloat
description: Set a float server variable.
tags: ["server variable", "svar"]
---
<VersionWarn version='SA-MP 0.3.7 R2' />
## Description
Set a float server variable.
| Name | Description |
| ------------ | -------------------------------- |
| const svar[] | The name of the server variable. |
| Float:value | The float to be set. |
## Returns
**true** - The function executed successfully.
**false** - The function failed to execute. The variable name is null or over 40 characters.
## Examples
```c
// set "Version"
SetSVarFloat("Version", 0.37);
// will print version that server has
printf("Version: %.2f", GetSVarFloat("Version"));
```
## Related Functions
- [SetSVarInt](SetSVarInt): Set an integer for a server variable.
- [GetSVarInt](GetSVarInt): Get a player server as an integer.
- [SetSVarString](SetSVarString): Set a string for a server variable.
- [GetSVarString](GetSVarString): Get the previously set string from a server variable.
- [GetSVarFloat](GetSVarFloat): Get the previously set float from a server variable.
- [DeleteSVar](DeleteSVar): Delete a server variable.
| openmultiplayer/web/docs/scripting/functions/SetSVarFloat.md/0 | {
"file_path": "openmultiplayer/web/docs/scripting/functions/SetSVarFloat.md",
"repo_id": "openmultiplayer",
"token_count": 372
} | 314 |
---
title: SetVehicleParamsCarWindows
description: Allows you to open and close the windows of a vehicle.
tags: ["vehicle"]
---
<VersionWarn version='SA-MP 0.3.7' />
## Description
Allows you to open and close the windows of a vehicle.
| Name | Description |
| --------------- | ------------------------------------------------------------------------- |
| vehicleid | The ID of the vehicle to set the window state of |
| bool:frontLeft | The state of the driver's window. 0 to open, 1 to close. |
| bool:frontRight | The state of the passenger window. 0 to open, 1 to close. |
| bool:rearLeft | The state of the rear left window (if available). 0 to open, 1 to close. |
| bool:rearRight | The state of the rear right window (if available). 0 to open, 1 to close. |
## Returns
**true** - The function executed successfully.
**false** - The function failed to execute. This means the vehicle does not exist.
## Related Functions
- [SetVehicleParamsCarDoors](SetVehicleParamsCarDoors): Open and close the doors of a vehicle.
- [GetVehicleParamsCarDoors](GetVehicleParamsCarDoors): Retrive the current state of a vehicle's doors.
- [GetVehicleParamsCarWindows](GetVehicleParamsCarWindows): Retrive the current state of a vehicle's windows
| openmultiplayer/web/docs/scripting/functions/SetVehicleParamsCarWindows.md/0 | {
"file_path": "openmultiplayer/web/docs/scripting/functions/SetVehicleParamsCarWindows.md",
"repo_id": "openmultiplayer",
"token_count": 481
} | 315 |
---
title: ShowObjectForPlayer
description: Show an object for a player.
tags: ["player", "object"]
---
<VersionWarn version='omp v1.1.0.2612' />
## Description
Show an object for a player that is hidden with [HideObjectForPlayer](HideObjectForPlayer) function.
## Parameters
| Name | Description |
|----------|------------------------------------------|
| playerid | The ID of the player. |
| objectid | The ID of the object to show for player. |
## Returns
`true` - The function was executed successfully.
`false` - The function failed to execute. The playerid or objectid specified does not exist.
## Examples
```c
new gObject;
public OnGameModeInit()
{
gObject = CreateObject(1431, 921.12201, -1206.78613, 16.52670, 0.00000, 0.00000, 90.00000);
return 1;
}
public OnPlayerConnect(playerid)
{
HideObjectForPlayer(playerid, gObject);
return 1;
}
public OnPlayerSpawn(playerid)
{
ShowObjectForPlayer(playerid, gObject);
return 1;
}
```
## Related Functions
- [HideObjectForPlayer](HideObjectForPlayer): Hide an object for a player.
- [IsObjectHiddenForPlayer](IsObjectHiddenForPlayer): Checks if an object is hidden for a player.
- [CreateObject](CreateObject): Create an object.
| openmultiplayer/web/docs/scripting/functions/ShowObjectForPlayer.md/0 | {
"file_path": "openmultiplayer/web/docs/scripting/functions/ShowObjectForPlayer.md",
"repo_id": "openmultiplayer",
"token_count": 433
} | 316 |
---
title: TextDrawBackgroundColor
description: Adjusts the text draw area background color (the outline/shadow - NOT the box.
tags: ["textdraw"]
---
## Description
Adjusts the text draw area background color (the outline/shadow - NOT the box. For box color, see [TextDrawBoxColor](TextDrawBoxColor)).
| Name | Description |
| ---------------- | ----------------------------------------------------- |
| Text:textid | The ID of the textdraw to set the background color of |
| backgroundColour | The color that the textdraw should be set to. |
## Returns
This function does not return any specific values.
## Examples
```c
new Text:gMyTextdraw;
public OnGameModeInit()
{
gMyTextdraw = TextDrawCreate(320.0, 425.0, "This is an example textdraw");
TextDrawUseBox(gMyTextdraw, true);
TextDrawBackgroundColor(gMyTextdraw, 0xFFFFFFFF); // Set the background color of MyTextdraw to white
return 1;
}
```
## Notes
:::tip
- If [TextDrawSetOutline](TextDrawSetOutline) is used with size > 0, the outline color will match the color used in TextDrawBackgroundColor.
- Changing the value of color seems to alter the color used in [TextDrawColor](TextDrawColor).
:::
:::tip
If you want to change the background colour 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.
- [TextDrawColor](TextDrawColor): Set the color of the text in a textdraw.
- [TextDrawBoxColor](TextDrawBoxColor): Set the color of the box in 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.
- [TextDrawSetProportional](TextDrawSetProportional): Scale the text spacing in a textdraw to a proportional ratio.
- [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.
| openmultiplayer/web/docs/scripting/functions/TextDrawBackgroundColor.md/0 | {
"file_path": "openmultiplayer/web/docs/scripting/functions/TextDrawBackgroundColor.md",
"repo_id": "openmultiplayer",
"token_count": 863
} | 317 |
---
title: TextDrawGetFont
description: Gets the text font of a textdraw.
tags: ["textdraw"]
---
<VersionWarn version='omp v1.1.0.2612' />
## Description
Gets the text font of a textdraw.
| Name | Description |
| ----------- | ------------------------------------------ |
| Text:textid | The ID of the textdraw to get the font of. |
## Returns
Returns the textdraw font.
## Examples
```c
new Text:gMyTextdraw;
public OnGameModeInit()
{
gMyTextdraw = TextDrawCreate(320.0, 425.0, "This is an example textdraw");
TextDrawFont(gMyTextdraw, TEXT_DRAW_FONT_2);
new TEXT_DRAW_FONT:font = TextDrawGetFont(gMyTextdraw);
printf("Font: %d", font); // Font: 2
return 1;
}
```
## Related Functions
- [TextDrawCreate](TextDrawCreate): Create a textdraw.
- [TextDrawDestroy](TextDrawDestroy): Destroy a textdraw.
- [TextDrawFont](TextDrawFont): Changes the text font.
- [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.
- [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.
- [TextDrawSetProportional](TextDrawSetProportional): Scale the text spacing in a textdraw to a proportional ratio.
- [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.
| openmultiplayer/web/docs/scripting/functions/TextDrawGetFont.md/0 | {
"file_path": "openmultiplayer/web/docs/scripting/functions/TextDrawGetFont.md",
"repo_id": "openmultiplayer",
"token_count": 688
} | 318 |
---
title: TextDrawLetterSize
description: Sets the width and height of the letters.
tags: ["textdraw"]
---
## Description
Sets the width and height of the letters.
| Name | Description |
| ------------ | ---------------------- |
| Text:textid | The TextDraw to change |
| Float:width | Width of a char. |
| Float:height | Height of a char. |
## Returns
This function does not return any specific values.
## Examples
```c
new Text:gMyTextdraw;
public OnGameModeInit()
{
gMyTextdraw = TextDrawCreate(100.0, 33.0,"Example TextDraw");
TextDrawLetterSize(gMyTextdraw, 3.2, 5.1);
return 1;
}
```
## Notes
:::tip
When using this function purely for the benefit of affecting the TextDraw box, multiply 'Y' by 0.135 to convert to TextDrawTextSize-like measurements.
Hint: it is easier and extremely precise to use **LD_SPAC:white** sprite for box-only textdraws, TextDrawTextSize will have regular offsets.
:::
:::tip
- If you want to change the letter size 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.
- Fonts appear to look the best with an X to Y ratio of 1 to 4 (e.g. if x is 0.5 then y should be 2).
:::
## Related Functions
- [TextDrawCreate](TextDrawCreate): Create a textdraw.
- [TextDrawDestroy](TextDrawDestroy): Destroy a textdraw.
- [TextDrawGetLetterSize](TextDrawGetLetterSize): Gets the width and height of the letters.
- [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.
- [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.
- [TextDrawSetProportional](TextDrawSetProportional): Scale the text spacing in a textdraw to a proportional ratio.
- [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.
| openmultiplayer/web/docs/scripting/functions/TextDrawLetterSize.md/0 | {
"file_path": "openmultiplayer/web/docs/scripting/functions/TextDrawLetterSize.md",
"repo_id": "openmultiplayer",
"token_count": 838
} | 319 |
---
title: VehicleCanHaveComponent
description: Is the component legal on the vehicle?
tags: ["vehicle"]
---
<VersionWarn version='omp v1.1.0.2612' />
## Description
Is the component legal on the vehicle?
| Name | Description |
| ---------------------------------------- | ----------------------------- |
| vehicleid | ID of the vehicle. |
| [component](../resources/carcomponentid) | ID of the component to check. |
## Returns
**true** - The component is legal on the vehicle.
**false** - The component is illegal on the vehicle.
## Examples
```c
new vehicleid = GetPlayerVehicleID(playerid);
if (VehicleCanHaveComponent(vehicleid, 1010))
{
SendClientMessage(playerid, 0x00FF00FF, "Nitro is legal on this vehicle.");
}
else
{
SendClientMessage(playerid, 0xFF0000FF, "Nitro is illegal on this vehicle.");
}
```
## 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.
- [GetVehicleComponentType](GetVehicleComponentType): Check the type of component via the ID.
## Related Resources
- [Car Component IDs](../resources/carcomponentid)
| openmultiplayer/web/docs/scripting/functions/VehicleCanHaveComponent.md/0 | {
"file_path": "openmultiplayer/web/docs/scripting/functions/VehicleCanHaveComponent.md",
"repo_id": "openmultiplayer",
"token_count": 460
} | 320 |
---
title: floatcos
description: Get the cosine from a given angle.
tags: ["math", "floating-point"]
---
<LowercaseNote />
## Description
Get the cosine 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 cosine. |
| anglemode:mode | The [angle mode](../resources/anglemodes) to use, depending on the value entered. (default: radian) |
## Returns
The cosine of the value entered.
## Examples
```c
public OnGameModeInit()
{
printf("The cosine from 90° is %.0f", floatcos(90.0, degrees));
// Output: 0
return 1;
}
```
## 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
- [floatsin](floatsin): Get the sine from a specific angle.
- [floattan](floattan): Get the tangent from a specific angle.
## Related Resources
- [Angle Modes](../resources/anglemodes): SI unit constants for measuring angles.
| openmultiplayer/web/docs/scripting/functions/floatcos.md/0 | {
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---
title: fread
description: Read a single line from a file.
tags: ["file management"]
---
<LowercaseNote />
## Description
Read a single line from a file.
| Name | Description |
| ---------------------- | -------------------------------------------------------------- |
| File:handle | The handle of the file to read from (returned by fopen). |
| string[] | A string array to store the read text in, passed by reference. |
| size = sizeof (string) | The number of bytes to read. |
| bool:pack | Should the string be packed? (default: false). |
## Returns
The length of string (the read text) as an integer.
## Examples
```c
// Open "file.txt" in "read only" mode
new File:handle = fopen("file.txt", io_read);
// Initialize "buf"
new buf[128];
// Check, if the file is opened
if (handle)
{
// Success
// Read the whole file
while(fread(handle, buf))
{
print(buf);
}
// Close the file
fclose(handle);
}
else
{
// Error
print("The file \"file.txt\" does not exists, or can't be opened.");
}
```
<br />
```c
// Open "file.txt" in "read and write" mode
new File:handle = fopen("file.txt");
// Initialize "buf"
new buf[128];
// Check, if file is open
if (handle)
{
// Success
// Read the whole file
while(fread(handle, buf))
{
print(buf);
}
// Set the file pointer to the first byte
fseek(handle, _, seek_begin);
// Write "I just wrote here!" into this file
fwrite(handle, "I just wrote here!");
// Close the file
fclose(handle);
}
else
{
// Error
print("The file \"file.txt\" does not exists, or can't be opened.");
}
```
## Notes
:::warning
Using an invalid handle will crash your server! Get a valid handle by using [fopen](fopen) or [ftemp](ftemp).
:::
## 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.
- [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.
- [fexist](fexist): Check, if a file exists.
- [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.
| openmultiplayer/web/docs/scripting/functions/fread.md/0 | {
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---
title: ispacked
description: Checks if the given string is packed.
tags: ["string"]
---
<LowercaseNote />
## Description
Checks if the given string is packed.
| Name | Description |
| -------------- | -------------------- |
| const string[] | The string to check. |
## Returns
**1** if the string is packed, **0** if it's unpacked.
## Examples
```c
// Create a packed string
new string[24 char];
if (ispacked(string))
{
print("The string is packed.");
}
```
## Related Functions
- [strpack](strpack): Pack a string.
- [strunpack](strunpack): This function can be used to unpack a string.
| openmultiplayer/web/docs/scripting/functions/ispacked.md/0 | {
"file_path": "openmultiplayer/web/docs/scripting/functions/ispacked.md",
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} | 323 |
---
title: strcmp
description: Compares two strings to see if they are the same.
tags: ["string"]
---
<LowercaseNote />
## Description
Compares two strings to see if they are the same.
| Name | Description |
| ---------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------- |
| const string1[] | The first string to compare. |
| const string2[] | The second string to compare. |
| bool:ignorecase *(optional)* | When set to **true**, the case doesn't matter - HeLLo is the same as Hello. When **false**, they're not the same. |
| length *(optional)* | When this length is set, the first x chars will be compared - doing "Hello" and "Hell No" with a length of 4 will say it's the same string. |
## Returns
**0** if strings match each other on given length.
**1** or **-1** if some character do not match: `string1[i] - string2[i]` ('`i`' represents character index starting from 0)
**difference in number of characters** if one string matches only part of another string.
## Examples
```c
new string1[] = "Hello World";
new string2[] = "Hello World";
// Check if the strings are the same
if (!strcmp(string1, string2))
new string3[] = "Hell";
// Check if the first 4 characters match
if (!strcmp(string2, string3, false, 4))
// Check for null strings with isnull()
if (!strcmp(string1, string2) && !isnull(string1) && !isnull(string2))
// Definition for isnull():
#if !defined isnull
#define isnull(%1) ((!(%1[0])) || (((%1[0]) == '\1') && (!(%1[1]))))
#endif
```
## Notes
:::warning
- This function returns **0** if either string is empty. Check for null strings with `isnull()`.
- If you compare strings from a text file, you should take in to account the 'carriage return' and 'new line' special characters (`\r` `\n`), as they are included, when using [fread](fread).
:::
## Related Functions
- [strfind](strfind): Search for a string in another string.
- [strequal](strequal): Compares two strings to see if they are the same.
- [strdel](strdel): Delete part of a string.
- [strins](strins): Insert text into a string.
- [strlen](strlen): Get the length of 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.
## Tutorials
- [String Manipulation](../../tutorials/stringmanipulation)
| openmultiplayer/web/docs/scripting/functions/strcmp.md/0 | {
"file_path": "openmultiplayer/web/docs/scripting/functions/strcmp.md",
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} | 324 |
---
title: uuencode
description: Encode a string to an UU-decoded string.
tags: ["string", "encryption"]
---
<LowercaseNote />
## Description
Encode a string to an UU-decoded string.
| Name | Description |
| ------------------------- | --------------------------------------------------------- |
| dest[] | The destination string for the encoded stream. |
| const source[] | The source, non-encoded string. |
| numbytes | The number of bytes to encode, this should not exceed 45. |
| maxlength = sizeof (dest) | The maximum length of the dest[] array. |
## Returns
This function does not return any specific values.
## Examples
```c
uuencode(encodedString, normalString, 45);
```
## Related Functions
- [uudecode](uudecode): Decode an UU-encoded string.
- [memcpy](memcpy): Copy bytes from one location to another.
| openmultiplayer/web/docs/scripting/functions/uuencode.md/0 | {
"file_path": "openmultiplayer/web/docs/scripting/functions/uuencode.md",
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"token_count": 407
} | 325 |
# General syntax
---
**Format**
Identifiers, numbers and tokens are separated by spaces, tabs, carriage
returns and “form feeds”. Series of one or more of these separators are
called white space.
**Optional semicolons**
Semicolons (to end a statement) are optional if they occur at the end
of a line. Semicolons are required to separate multiple statements on
a single line. An expression may still wrap over multiple lines, but
postfix operators (++, -- and char) must appear on the same line as their operand.
**Comments**
Text between the tokens /_ and _/ (both tokens may be at the same
line or at different lines) and text behind // (up to the end of the line)
is a programming comment. The parser treats a comment as white
space. Comments may not be nested.
A comment that starts with “/\*_ ” (two stars and white-space behind
the second star) and ends with “_/” is a documentation comment.
A comment that starts with “/// ” (three slashes and white-space
behind the third slash) is also a documentation comment. The parser
may treat documentation comments in a special way; for example, it
may construct on-line help from it.
**Identifiers**
Names of variables, functions and constants. Identifiers consist of the
characters a. . . z, A. . . Z, 0. . . 9, _ or @; the first character may not be
a digit. The characters @ and _ by themselves are not valid identifiers,
i.e. “_Up” is a valid identifier, but “_” is not.
pawn is case sensitive.
A parser may truncate an identifier after a maximum length. The
number of significant characters is implementation defined, but should
be at least 16 characters.
**Reserved words (keywords)**
| Statements | Operators | Directives | Other |
| ---------- | --------- | ----------- | -------- |
| assert | char | #assert | const |
| break | defined | #define | enum |
| case | sizeof | #else | forward |
| continue | state | #elseif | native |
| default | tagof | #emit | new |
| do | | #endif | operator |
| else | | #endinput | public |
| exit | | #endscript | static |
| for | | #error | stock |
| goto | | #file | |
| if | | #if | |
| return | | #include | |
| sleep | | #line | |
| state | | #pragma | |
| switch | | #section | |
| while | | #tryinclude | |
| | | #undef | |
Next to reserved words, pawn also has several predefined constants,
you cannot use the symbol names of the predefined constants for vari-
able or function names.
**Constants (literals)**
**Integer numeric constants**
. **binary**
0b followed by a series of the digits 0 and 1.
. **decimal**
a series of digits between 0 and 9.
. **hexadecimal**
0x followed by a series of digits between 0 and 9 and the letters a to f.
In all number radices, an underscore may be used to sepa-
rate groups of (hexa-)decimal digits. Underscore characters
between the digits are ignored.
**Rational number constants**
A rational number is a number with a fractional part. A ra-
tional number starts with one or more digits, contains a dec-
imal point and has at least one digit following the decimal
point. For example, “12.0” and “0.75” are valid rational num-
bers. Optionally, an exponent may be appended to the rational
number; the exponent notation is the letter “e” (lower case)
followed by a signed integer numeric constant. For example,
“3.12e4” is a valid rational number with an exponent.
Support for rational numbers must be enabled with #pragma
rational directive. Depending on the options set with this
directive, the rational number represents a floating point or a
fixed point number.
**Character constants**
A single ASCII character surrounded by single quotes is a char-
acter constant (for example: ’a’, ’7’, ’\$’). Character con-
stants are assumed to be numeric constants.
| Escape sequences | | |
| ---------------- | --- | ------------------------------------------ |
| ’\a’ | | Audible alarm (beep) |
| ’\b’ | | Backspace |
| ’\e’ | | Escape |
| ’\f’ | | Formfeed |
| ’\n’ | | Newline |
| ’\r’ | | Carriage Return |
| ’\t’ | | Horizontal tab |
| ’\v’ | | Vertical tab |
| ’\\’ | \ | the escape character |
| ’\’’ | ’ | single quote |
| ’\"’ | " | double quote |
| ’\% | % | percent sign |
| ’\ddd;’ | | character code with decimal code “ddd” |
| ’\xhhh;’ | | character code with hexadecimal code “hhh” |
The semicolon after the ddd; and xhhh; codes is optional.
Its purpose is to give the escape sequence sequence an explicit
termination symbol when it is used in a string constant.
The backslash (“\”) is the default “escape” character. You can
set a different escape character with the #pragma ctrlchar
directive (page 120).
**String constants**
String constants are assumed to be arrays with a size that is
sufficient to hold all characters plus a terminating ’\0’.
Each string is stored at a unique position in memory; there is no
elimination of duplicate strings.
An unpacked string is a series of zero or more ASCII characters
surrounded by double quotes. Each array element contains a
single character. An unpacked string can hold characters in a
multi-byte character set, such as Unicode or UCS-4.
**unpacked string constant:**
"the quick brown fox..."
A packed string literal follows the syntax for an unpacked
string, but a “!” precedes the first double quote.
**packed string constant:**
!"...packed and sacked the lazy dog"
In the case of a packed string, the parser packs as many char-
acters in a cell as will fit. A character is not addressable as a
single unit, instead each element of the array contains multiple
characters. The first character in a “pack” occupies the highest
bits of the array element. In environments that store memory
words with the high byte at the lower address (Big Endian,
or Motorola format), the individual characters are stored in
the memory cells in the same order as they are in the string.
A packed string ends with a zero character and the string is
padded (with zero bytes) to a multiple of cells.
A packed string can only hold characters from a single-byte
character set, such as ascii or one of the extended ascii sets
from the ISO 8859 norm.
Escape sequences may be used within strings. See the section
on character constants (page 99) for a list of escape sequences.
There is an alternative syntax for “plain strings”. In a plain
string, every character is taken as-is and escape sequences
are not recognized. Plain strings are convenient to store file/
resource names, especially in the case where the escape charac-
ter is also used as a special character by the operating system
or host application.
The syntax for a plain string is the escape character followed by
the string in double quotes. The backslash (“\”) is the default
“escape” character. You cannot enter escape sequences in a
plain string: all characters will be taken literally.
**plain string constant:**
\"C:\all my work\novel.rtf"
In the above example, the occurrences of “\a” and “\n” do
not indicate escape sequences, but rather the literal character
pairs “\” and “a”, and “\” and “n”.
A packed plain string has both the “!” and the escape character
prefixing the opening double quote. Both strings below are
**packed plain strings:**
!\"C:\all my work\novel.rtf"
\!"C:\all my work\novel.rtf"
**Array constants**
A series of numeric constants between braces is an array con-
stant. Array constants can be used to initialize array variables
with (see page 65) and they can be passed as function argu-
ments (see page 71).
**Symbolic constants**
A source file declares symbolic constants with the const and the enum
instructions. The const keyword declares a single constant and the
enum defines a list of —usually— sequential constants sharing the same tag name.
**const** _identifier = constant expression_
Creates a symbolic constant with the value of the constant
expression on the right hand of the assignment operator. The
constant can be used at any place where a literal number is
valid (for example: in expressions, in array declarations and in
directives like “#if” and “#assert”).
**enum** _name (increment) { constant list }_
The enum instruction creates a series of constants with incre-
menting values. The constant list is a series of identifiers sep-
arated by commas. Unless overruled, the first constant of an
enum list has the value 0 and every subsequent constant has
the value of its predecessor plus 1.
Both the value of a constant and the increment value can be
set by appending the value to the constant’s identifier. To set
a value, use
name = value
in the constant list. To set the increment, use:
name [ increment ]
The increment value is reset to 1 after every constant symbol
declaration in the constant list.
If both an increment and a value should be set for a constant,
the increment (“[. . . ]” notation) should precede the value (“=”
notation.
The symbols in the constant list may have an explicit tag,
which should precede the symbol name.
The name token that follows the enum keyword is optional. If it
is included, and if the symbol names does not have an explicit
tag, this name is used as the tag name for every symbol in the
constant list. In addition, the enum command creates an extra
constant with name for the constant name and the tag name.
The value of the last constant is the value of the last symbol in
the constant list plus the increment value of that last constant.
The increment token that follows the optional name token is
also optional. If included, it specifies a different post-increment
rule. By default, an enum increments the value of every succe-
sive constant with 1, but you may specify a different rule with
the syntax “(operator constant)”, where operator must be +=,
\*= or <<=. The += operator creates an additive increment, the
\*= and <<= create a multiplicative increment. The constant
may be a literal value or a symbolic constant. The increment
rule must be enclosed in parentheses. If no increment rule is
specified, the parenthese may be omitted as well.
A symbolic constant that is defined locally, is valid throughout the
block. A local symbolic constant may not have the same name as
a variable (local or global), a function, or another constant (local or
global).
**Predefined constants**
| Name | Description |
| -------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| cellbits | The size of a cell in bits; usually 32. |
| cellmax | The largest valid positive value that a cell can hold; usually 2147483647. |
| cellmin | The largest valid negative value that a cell can hold; usually -2147483648. |
| charbits | The size of a packed character in bits; usually 8. |
| charmax | The largest valid packed character value; usually a packed character is 8-bit and the maximum valid value is thus 255. |
| charmin | The smallest valid character value, for both packed and unpacked values; currently set to zero (0). |
| debug | The debug level: 2 if the parser creates full symbolic information plus run-time bounds checking, 1 if the parser generates run-time checking only (assertions and array bounds checks), and 0 (zero) if all debug support and run-time checking was turned off. |
| false | 0 (this constant is tagged as bool:) |
| \_\_Pawn | The version number of the pawn compiler in Binary Coded Decimals (BCD) —that is, for version 2.8.1 the constant is “0x281”. |
| true | 1 (this constant is tagged as bool:) |
| ucharmax | The largest unpacked character value, its value depends on the size of a cell. A typical use for this constant is in checking whether a string is packed or unpacked, see page 137. |
**Tag names**
A tag consists of an identifier followed by a colon. There may be no white space between the identifier and the colon.
**Predefined tag names**
| Name | Description |
| ------ | ------------------------------------------------------------------------------------------- |
| bool: | For “true/false” flags. The predefined constants true and false have this tag. |
| Fixed: | Rational numbers typically have this tag when fixed point support is enabled (page 121). |
| Float: | Rational numbers typically have this tag when floating point support is enabled (page 121). |
---
`Optional semicolons: 122`
`Predefined constants: 102`
`Rational numbers are also called “real numbers” or “floating point numbers”`
`#pragma rational: 121`
`The syntaxes for packed literal strings and unpacked literal strings can be swapped with the “#pragma pack” directive, see page 121`
`Examples: 21, 26`
`Examples: 9, 21`
`Identifiers: 97`
`See page 68 for examples of the “enum” constant declarations`
`See page 26 for an example of a custom increment rule`
`Identifiers: 97`
---
[Go Back to Contents](00-Contents.md)
| openmultiplayer/web/docs/scripting/language/reference/06-General-syntax.md/0 | {
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---
title: Floatround Modes
description: The rounding modes used with floatround.
sidebar_label: Floatround Modes
---
:::info
A list of possible floatround modes which can be used by [floatround](../functions/floatround).
:::
| Mode | Description |
| ------------------- | --------------------------------------------------------------------------------------------------- |
| floatround_round | Round to the nearest integer. A fractional part of exactly 0.5 rounds upwards (this is the default) |
| floatround_floor | Round downwards |
| floatround_ceil | Round upwards |
| floatround_tozero | Round downwards for positive values and upwards for negative values ("truncate") |
| floatround_unbiased | The same as floatround_round |
| openmultiplayer/web/docs/scripting/resources/floatroundmodes.md/0 | {
"file_path": "openmultiplayer/web/docs/scripting/resources/floatroundmodes.md",
"repo_id": "openmultiplayer",
"token_count": 547
} | 327 |
---
title: Special Actions
description: A list of all the player special actions used by GetPlayerSpecialAction and SetPlayerSpecialAction functions.
tags: ["player"]
sidebar_label: Special Actions
---
This page compiles the list of all the player special actions used by [GetPlayerSpecialAction](../functions/GetPlayerSpecialAction) and [SetPlayerSpecialAction](../functions/SetPlayerSpecialAction) functions. Both pages contain examples on how to use the values below.
:::warning
Special actions marked with \* cannot be set using [SetPlayerSpecialAction](../functions/SetPlayerSpecialAction).
:::
| ID | Action | Description |
| --- | ------------------------------- | ----------------------------------------------- |
| 0 | SPECIAL_ACTION_NONE | Clears player of special actions |
| 2 | SPECIAL_ACTION_USEJETPACK | Will make the player using jetpack |
| 5 | SPECIAL_ACTION_DANCE1 | Applies dancing animation for player |
| 6 | SPECIAL_ACTION_DANCE2 | Applies dancing animation for player |
| 7 | SPECIAL_ACTION_DANCE3 | Applies dancing animation for player |
| 8 | SPECIAL_ACTION_DANCE4 | Applies dancing animation for player |
| 10 | SPECIAL_ACTION_HANDSUP | Will make the player put hands up |
| 11 | SPECIAL_ACTION_USECELLPHONE | Will make the player speaking on cellphone |
| 12 | SPECIAL_ACTION_SITTING \* | Detects if the player is sitting |
| 13 | SPECIAL_ACTION_STOPUSECELLPHONE | Makes players stop using cellphone |
| 1 | SPECIAL_ACTION_DUCK \* | Detect if the player is crouching. |
| 3 | SPECIAL_ACTION_ENTER_VEHICLE \* | Detect if the player is entering a vehicle via an animation. |
| 4 | SPECIAL_ACTION_EXIT_VEHICLE \* | Detect if the player is exiting a vehicle via an animation. |
| 20 | SPECIAL_ACTION_DRINK_BEER | Will increase the player's drunk level when used |
| 21 | SPECIAL_ACTION_SMOKE_CIGGY | Will give the player a cigar. |
| 22 | SPECIAL_ACTION_DRINK_WINE | Will give the player a wine bottle to get drunk from |
| 23 | SPECIAL_ACTION_DRINK_SPRUNK | Will give the player a sprunk bottle to drink from |
| 68 | SPECIAL_ACTION_PISSING | Will make the player perform the pissing animation with visible pee (**the macro is not present in the SA-MP include files**). |
| 24 | SPECIAL_ACTION_CUFFED | Will force the player in to cuffs (hands are behind their back) (**does not work on CJ skin**). |
| 25 | SPECIAL_ACTION_CARRY | Will apply a 'carrying' animation to the player and make them unable to sprint, jump or punch (**does not work on CJ skin**). |
| openmultiplayer/web/docs/scripting/resources/specialactions.md/0 | {
"file_path": "openmultiplayer/web/docs/scripting/resources/specialactions.md",
"repo_id": "openmultiplayer",
"token_count": 1178
} | 328 |
---
title: Vehicle Health
description: Vehicle Health Values.
---
:::info
The vehicle health value used by [SetVehicleHealth](../functions/SetVehicleHealth) and [GetVehicleHealth](../functions/GetVehicleHealth) is always between 0 and 1000. A value of 0 means the vehicle will explode, and a value of 1000 means the vehicle doesn't even have a scratch. The effect of the vehicle health value on the engine is illustrated in the table below.
:::
| Vehicle health | Effect on the engine |
| -------------- | ------------------------------------ |
| > 650 | None. The engine is still pretty much fine |
| 550-650 | The engine is overheating, and will emit white smoke |
| 390-550 | The engine is overheating pretty badly, and will emit grey smoke |
| 250-390 | The engine is getting really hot, and will emit black smoke |
| < 250 | The engine will catch fire, and the vehicle will explode a few seconds later, unless it gets repaired |
| openmultiplayer/web/docs/scripting/resources/vehiclehealth.md/0 | {
"file_path": "openmultiplayer/web/docs/scripting/resources/vehiclehealth.md",
"repo_id": "openmultiplayer",
"token_count": 285
} | 329 |
# Translating
Create a directory in here using your language's [ISO_639-1](https://en.wikipedia.org/wiki/ISO_639-1) code. So for German, create a directory named `de`.
Then, replicate the _exact same structure_ as the Wiki English content but in your language. So inside `de` you'd have `meta`, `scripting`, `server` and `tutorials`.
Thank you for contributing translations!
| openmultiplayer/web/docs/translations/README.md/0 | {
"file_path": "openmultiplayer/web/docs/translations/README.md",
"repo_id": "openmultiplayer",
"token_count": 108
} | 330 |
# SA-MP Wiki i open.mp Dokumentacija
Dobrodošao na SA-MP wiki, kojeg održava open.mp tim i šira SA-MP zajednica!
Ova web stranica želi pružiti lako dostupan i jednostavan doprinos izvoru dokumentacije za SA-MP i, naposljetku, open.mp.
## SA-MP wiki je nestao
Nažalost, SA-MP Wiki stranica je ugašena krajem septembra te je povraćena u obliku arhive koja se ne može uređivati.
Potrebna nam je pomoć zajednice da prenesemo stari wiki sadržaj u svoj novi dom, ovdje!
Ako ste zainteresovani provjerite [ovu stranicu](/docs/meta/Contributing) za više informacija.
Ako nemate iskustva s korištenjem GitHub-a ili pretvaranjem HTML-a, ne brinite! Možete nam pomoći tako što ćete nas samo obavijestiti o problemima (putem [Discord-a](https://discord.gg/samp), [foruma](https://forum.open.mp) ili društvenih mreža) i najvažnija stvar: _širenje riječi!_ Svakako dodajte ovu stranicu u vaše bookmarks oznake i podijelite je sa svima koje poznajete i koji se pitaju kamo je otišao SA-MP Wiki.
Dobrodošli su doprinosi za poboljšanja dokumentacije, kao i upute i vodiče za uobičajene zadatke poput izrade jednostavnih gamemodova i korištenja zajedničkih "libraries-a" i plugina. Ako ste zainteresirani za doprinos, krenite na [GitHub stranicu](https://github.com/openmultiplayer/web).
| openmultiplayer/web/docs/translations/bs/index.md/0 | {
"file_path": "openmultiplayer/web/docs/translations/bs/index.md",
"repo_id": "openmultiplayer",
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---
title: OnPlayerClickMap
description: OnPlayerClickMap je pozvan kada igrač postavi metu(target/waypoint) na pause menu mapi (desnim klikom).
tags: ["player"]
---
## Deskripcija
OnPlayerClickMap je pozvan kada igrač postavi metu(target/waypoint) na pause menu mapi (desnim klikom).
| Ime | Deskripcija |
| -------- | -------------------------------------------------------------------------------------- |
| playerid | ID igrača koji je postavio metu(waypoint) na mapu |
| Float:fX | X float kordinata gdje je igrač kliknuo |
| Float:fY | Y float kordinata gdje je igrač kliknuo |
| Float:fZ | Z float kordinata gdje je igrač kliknuo (netačno/neprecizno - pogledaj bilješke ispod) |
## Returns
1 - Spriječiti će da druge filterskripte primaju ovaj callback.
0 - Označava da će ovaj callback biti proslijeđen do sljedeće filterskripte.
Uvijek je pozvana prva u filterskripti.
## Primjeri
```c
public OnPlayerClickMap(playerid, Float:fX, Float:fY, Float:fZ)
{
SetPlayerPosFindZ(playerid, fX, fY, fZ);
return 1;
}
```
## Zabilješke
:::tip
Kako samo ime callback-a kaže, poziva se samo kada igrač klikne da označi metu(waypoint) a ne kada pritisne tipku. Return-ovana vrijednost Z če biti 0 (netačno) ako je mjesto gdje je igrač kliknuo mnogo daleko od igrača; Koristi MapAndreas ili ColAndreas plugin kako bi dobio precizniju Z kordinatu.
:::
## Srodne Funkcije
| openmultiplayer/web/docs/translations/bs/scripting/callbacks/OnPlayerClickMap.md/0 | {
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} | 332 |
---
title: OnPlayerGiveDamage
description: Ovaj callback je pozvan kada igrač zadaje povredu drugom igraču.
tags: ["player"]
---
## Deskripcija
Ovaj callback je pozvan kada igrač zadaje povredu drugom igraču.
| Ime | Deskripcija |
|-----------------|-----------------------------------------------------------------------------------------------------------------------------|
| playerid | ID igrača koji tadaje povredu. |
| damagedid | ID igrača koji prima povredu. |
| Float:amount | Količina healtha i armora kojeg je izgubio (kombinirano). |
| WEAPON:weaponid | Razlog zbog kojeg je zadobio povredu. |
| bodypart | Dio tijela koji je udaren. |
## Returns
1 - Spriječiti će da druge filterskripte primaju ovaj callback.
0 - Označava da će ovaj callback biti proslijeđen narednoj filterskripti.
Uvijek je pozvana prva u filterskripti.
## Primjeri
```c
public OnPlayerGiveDamage(playerid, damagedid, Float:amount, WEAPON:weaponid, bodypart)
{
new string[128], victim[MAX_PLAYER_NAME], attacker[MAX_PLAYER_NAME];
new weaponname[24];
GetPlayerName(playerid, attacker, sizeof (attacker));
GetPlayerName(damagedid, victim, sizeof (victim));
GetWeaponName(weaponid, weaponname, sizeof (weaponname));
format(string, sizeof(string), "%s has made %.0f damage to %s, weapon: %s, bodypart: %d", attacker, amount, victim, weaponname, bodypart);
SendClientMessageToAll(0xFFFFFFFF, string);
return 1;
}
```
## Zabilješke
:::tip
Imajte na umu da ova funkcija može biti neprecizna u nekim slučajevima. Ako želite spriječiti da određeni igrači povrjeđuju, koristite `SetPlayerTeam`. ID oružja (weaponid) će return-ovati 37 (flame thrower) od bilo kojeg izvora vatre (npr. molotov, 18) ID oružja (weaponid) će return-ovati 51 od bilo koje vrste eksplozije (npe. RPG, granata) playerid je jedini koji može pozvati ovaj callback. Količina je uvijek maksimalna povreda koju taj ID oružja (weaponid) može da dadne, iako je nivo healtha manji od maksimalne povrede. Tako da kada igrač ima 100.0 healtha i biva pogođen sa Desert Eagle-om koji daje damage vrijednosti 46.2, potrebna su 3 hica da se taj igrač ubije. Sva tri hica će priakzati količinu 46.2, iako zadnji kada zadnji hitac biva ispaljen, igrač ima samo 7.6 preostalog healtha.
:::
| openmultiplayer/web/docs/translations/bs/scripting/callbacks/OnPlayerGiveDamage.md/0 | {
"file_path": "openmultiplayer/web/docs/translations/bs/scripting/callbacks/OnPlayerGiveDamage.md",
"repo_id": "openmultiplayer",
"token_count": 1376
} | 333 |
---
title: OnPlayerStreamOut
description: Ovaj callback je pozvan kada se igrač prestane pojavljivati u klijentu drugog igrača.
tags: ["player"]
---
## Deskripcija
Ovaj callback je pozvan kada se igrač prestane pojavljivati u klijentu drugog igrača.
| Ime | Deskripcija |
| ----------- | ------------------------------------------------------------ |
| playerid | Igrač koji se prestao pojavljivati u klijentu drugog igrača. |
| forplayerid | Igrač u čijem se klijentu prestao pojavljivati prvi igrač. |
## Returns
Uvijek je pozvan prvo u filterskripti.
## Primjeri
```c
public OnPlayerStreamOut(playerid, forplayerid)
{
new string[80];
format(string, sizeof(string), "Your computer has just unloaded player ID %d", playerid);
SendClientMessage(forplayerid, 0xFF0000FF, string);
return 1;
}
```
## Zabilješke
:::tip
Ovaj callback pozvat će i NPC.
:::
## Srodne Funkcije
| openmultiplayer/web/docs/translations/bs/scripting/callbacks/OnPlayerStreamOut.md/0 | {
"file_path": "openmultiplayer/web/docs/translations/bs/scripting/callbacks/OnPlayerStreamOut.md",
"repo_id": "openmultiplayer",
"token_count": 410
} | 334 |
---
title: OnVehicleSpawn
description: Ovaj callback je pozvan kada se vozilo respawnuje/ponovo stvori.
tags: ["vehicle"]
---
:::warning
Ovaj callback je pozvan **samo** kada se vozilo **re**spawnuje! CreateVehicle i AddStaticVehicle(Ex) **NEĆE** pokretati ovaj callback.
:::
## Deskripcija
Ovaj callback je pozvan kada se vozilo respawnuje/ponovo stvori.
| Ime | Deskripcija |
| --------- | -------------------------------------- |
| vehicleid | ID vozila koje se spawnovalo/stvorilo. |
## Returns
1 - Spriječiti će da ostale filterskripte primaju ovaj callback.
0 - Ukazuje da će ovaj callback biti proslijeđen do naredne filterskripte.
Uvijek je pozvan prvo u filterskriptama.
## Primjeri
```c
public OnVehicleSpawn(vehicleid)
{
printf("Vozilo %i se spawnovalo!",vehicleid);
return 1;
}
```
## Srodne Funkcije
- [SetVehicleToRespawn](../functions/SetVehicleToRespawn.md): Respawnuj vozilo.
- [CreateVehicle](../functions/CreateVehicle.md): Kreiraj vozilo.
| openmultiplayer/web/docs/translations/bs/scripting/callbacks/OnVehicleSpawn.md/0 | {
"file_path": "openmultiplayer/web/docs/translations/bs/scripting/callbacks/OnVehicleSpawn.md",
"repo_id": "openmultiplayer",
"token_count": 414
} | 335 |
---
title: ApplyActorAnimation
description: Primijeni animaciju na aktora.
tags: []
---
:::warning
Ova funkcija je dodana u SA-MP 0.3.7 i ne radi u nižim verzijama!
:::
## Deskripcija
Primijeni animaciju na aktora.
| Ime | Deskripcija |
| ---------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| actorid | ID aktora kojem se primjenjuje animacija. |
| animlib[] | Biblioteka (library) animacije iz koje se primjenjuje animacija. |
| animname[] | Ime animacije koju hoćete primijeniti, unutar oodređene biblioteke (library-a). |
| fDelta | Brzina reprodukcije animacija (koristi 4.1). |
| loop | Ako je postavljen 1, animacija će se ponavljati. Ako je postavljen na 0, animacija će se reproducirati jednom. |
| lockx | Ako je postavljen 0, aktor će se vratiti na svoeu staru x kordinatu nakon što se animacija završi (za animacije koje aktora pokreću kao npr 'walking' / 'hodanje'). 1 ga neće vratiti na staru poziciju |
| locky | Isto kao i parametar iznad samo za Y osu. Trebalo bi se ostaviti kao i gornji. |
| freeze | Postavljanjem ovo na 1 će zalediti aktora nakon što se animacija zavšri. 0 neće. |
| time | Tajmer u milisekundama. Za animaciju koja se neprestano ponavlja je 0. |
## Returns
1: Funkcija upsješno izvršena.
0: Funkcija neuspješno izvršena. Navedeni aktor ne postoji.
## Primjeri
```c
new gMyActor;
public OnGameModeInit()
{
gMyActor = CreateActor(179, 316.1, -134.0, 999.6, 90.0); // Actor as salesperson in Ammunation
ApplyActorAnimation(gMyActor, "DEALER", "shop_pay", 4.1, 0, 0, 0, 0, 0); // Pay anim
return 1;
}
```
## Zabilješke
:::tip
Morate unaprijed učitati biblioteku (library) animacija za igrača za kojeg će aktor primijeniti animaciju, a ne za aktora. Uostalom, animacija neće biti primijenjena aktoru sve dok funkcija ne bude izršena ponovo.
:::
## Srodne Funkcije
- [ClearActorAnimations](ClearActorAnimations.md): Očisti sve animacije koje su primijenjene aktoru.
| openmultiplayer/web/docs/translations/bs/scripting/functions/ApplyActorAnimation.md/0 | {
"file_path": "openmultiplayer/web/docs/translations/bs/scripting/functions/ApplyActorAnimation.md",
"repo_id": "openmultiplayer",
"token_count": 2083
} | 336 |
---
title: CallRemoteFunction
description: Poziva javnu funkciju u bilo kojoj skripti koja se učita.
tags: []
---
## Deskripcija
Poziva javnu funkciju u bilo kojoj skripti koja se učita.
| Ime | Deskripcija |
| -------------- | --------------------------------------------- |
| function[] | Ime javne funkcije |
| format[] | Oznaka / format svake varijable |
| {Float,\_}:... | 'Neodređeni' broj argumenata bilo koje oznake |
## Returns
Vrijednost koju je vratila zadnja javna funkcija.
## Examples
```c
forward CallMe(number, const string[]);
public CallMe(number, const string[])
{
printf("CallMe called. Int: %i String: %s.", number, string);
return 1;
}
// Negdje... možda u drugom fajlu?
CallRemoteFunction("CallMe", "is", 69, "this is a string");
```
## Zabilješke
:::warning
CallRemoteFunction ruši server ako prosljeđuje prazan string.
:::
## Srodne Funkcije
- [CallLocalFunction](CallLocalFunction): Poziva funkciju u skripti.
| openmultiplayer/web/docs/translations/bs/scripting/functions/CallRemoteFunction.md/0 | {
"file_path": "openmultiplayer/web/docs/translations/bs/scripting/functions/CallRemoteFunction.md",
"repo_id": "openmultiplayer",
"token_count": 461
} | 337 |
---
title: CreatePlayerObject
description: Kreira objekat koji će biti vidljiv samo jednom igraču.
tags: ["player"]
---
## Deskripcija
Kreira objekat koji će biti vidljiv samo jednom igraču.
| Ime | Deskripcija |
| ------------------ | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| playerid | ID igrača za kojeg se kreira objekat. |
| modelid | Model za kreirati. |
| Float:X | X kordinata za kreirati ovjekat. |
| Float:Y | Y kordinata za kreirati ovjekat. |
| Float:Z | Z kordinata za kreirati ovjekat. |
| Float:rX | X rotacija objekta. |
| Float:rY | Y rotacija objekta. |
| Float:rZ | Z rotacija objekta. |
| Float:DrawDistance | Udaljenost s koje će se igračima prikazati predmeti. 0.0 će objekt prikazati na zadanoj udaljenosti. Ako izostavite ovaj parametar, uzrokovat će se prikazivanje objekata na zadanoj udaljenosti. Maksimalna korisna udaljenost je 300 u verzijama prije 0,3x, u kojima udaljenost može biti neograničena. |
## Returns
ID objekta koji je kreiran, ili INVALID_OBJECT_ID ako je dostignut limit objekata (MAX_OBJECTS).
## Primjeri
```c
new gObject[MAX_PLAYERS];
public OnPlayerConnect(playerid)
{
gObject[playerid] = CreatePlayerObject(playerid, 2587, 2001.195679, 1547.113892, 14.283400, 0, 0, 96);
// Or alternativno, koristeći parametar DrawDistance da ga prikažete što dalje:
gObject[playerid] = CreatePlayerObject(playerid, 2587, 2001.195679, 1547.113892, 14.283400, 0, 0, 96, 300.0);
return 1;
}
public OnPlayerDisconnect(playerid, reason)
{
DestroyPlayerObject(playerid, gObject[playerid]);
return 1;
}
```
## Srodne Funkcije
- [DestroyPlayerObject](DestroyPlayerObject): Destroy a player object.
- [IsValidPlayerObject](IsValidPlayerObject): Provjeri 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.
- [AttachPlayerObjectToPlayer](AttachPlayerObjectToPlayer): Prikvači player objekat za igrača.
- [CreateObject](CreateObject): Kreiraj objekat.
- [DestroyObject](DestroyObject): Uništi objekat.
- [IsValidObject](IsValidObject): Provjeri 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.
- [AttachObjectToPlayer](AttachObjectToPlayer): Prikvači objekat za igrača.
| openmultiplayer/web/docs/translations/bs/scripting/functions/CreatePlayerObject.md/0 | {
"file_path": "openmultiplayer/web/docs/translations/bs/scripting/functions/CreatePlayerObject.md",
"repo_id": "openmultiplayer",
"token_count": 3662
} | 338 |
---
title: DisableMenuRow
description: Onemogućite određeni red u meniju za sve igrače.
tags: ["menu"]
---
## Deskripcija
Onemogućite određeni red u meniju za sve igrače. Bit će zasjenjeno i igrači ga neće moći odabrati.
| Ime | Deskripcija |
| ----------- | -------------------------------------------------------------------------------------------------------------------- |
| Menu:menuid | ID menija za onemogućavanje reda. Uvjerite se da je ovo valjano, jer će nevažeći ID izbornika srušiti cijeli server. |
| row | ID reda za onemogućavanje (redovi počinju sa 0). |
## Returns
Ova funkcija uvijek returna (vraća) 1, bilo i da funkcija ne uspije. Ako je naveden nevaljani redak, ništa se neće dogoditi. Ako je naveden nevažeći ID menija, server će crashovati.
## Primjeri
```c
new Menu:WeaponMenu;
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");
if (!strcmp(cmdtext, "/disablemenu", true))
{
DisableMenuRow(WeaponMenu, 2); //Disable the "Minigun" row
return 1;
}
```
## Zabilješke
:::tip
Ruši se kada se proslijedi nevažeći ID menija. Ova je funkcija onemogućila navedeni red menija za sve igrače. Ne postoji funkcija za onemogućavanje reda menija za određenog igrača. Morali biste stvoriti dva menija - jedan s onemogućenim redom i jedan bez. Ili po jedan po igraču.
:::
## Srodne Funkcije
- [CreateMenu](CreateMenu): Kreiraj meni.
- [DestroyMenu](DestroyMenu): Uništi meni.
- [AddMenuItem](AddMenuItem): Dodaj artikal u meni.
| openmultiplayer/web/docs/translations/bs/scripting/functions/DisableMenuRow.md/0 | {
"file_path": "openmultiplayer/web/docs/translations/bs/scripting/functions/DisableMenuRow.md",
"repo_id": "openmultiplayer",
"token_count": 845
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---
title: ForceClassSelection
description: Prisiljava igrača da se vrati na odabir klase.
tags: []
---
## Deskripcija
Prisiljava igrača da se vrati na odabir klase.
| Ime | Deskripcija |
| -------- | ---------------------------------- |
| playerid | Igrač za povratak na odabir klase. |
## Returns
Ova funkcija ne returna (vraća) nikakve posebne vrijednosti.
## Primjeri
```c
if (!strcmp(cmdtext, "/class", true))
{
ForceClassSelection(playerid);
TogglePlayerSpectating(playerid, true);
TogglePlayerSpectating(playerid, false);
return 1;
}
```
## Zabilješke
:::warning
Ova funkcija ne vrši promjenu stanja u PLAYER_STATE_WASTED kada se kombinira s TogglePlayerSpectating (pogledajte primjer dolje), kao što je ovdje navedeno.
:::
## Srodne Funkcije
- [AddPlayerClass](AddPlayerClass): Dodaj klasu.
- [SetPlayerSkin](SetPlayerSkin): Postavi skin igraču.
- [GetPlayerSkin](GetPlayerSkin): Dobij igračev trenutni skin.
- [OnPlayerRequestClass](../callbacks/OnPlayerRequestClass): Pozvano kada igrač prmijeni klasu na odabiru klasa.
| openmultiplayer/web/docs/translations/bs/scripting/functions/ForceClassSelection.md/0 | {
"file_path": "openmultiplayer/web/docs/translations/bs/scripting/functions/ForceClassSelection.md",
"repo_id": "openmultiplayer",
"token_count": 443
} | 340 |
---
title: GetActorPoolSize
description: Dobij najviši actorid kreiran na serveru.
tags: ["actor"]
---
<VersionWarn version='SA-MP 0.3.7' />
## Deskripcija
Dobij najviši actorid kreiran na serveru. Imajte na umu da je u SA:MP-u ova funkcija pokvarena i da će returnati `0` čak i kada nema actora. fixes.inc i open.mp ispravljaju ovo te returnaju (vraćaju) `-1`, ali također odbijaju funkciju u korist `MAX_ACTORS` ili `foreach` plugina.
## Primjeri
```c
SetAllActorsHealth(Float:health)
{
for(new i = 0, j = GetActorPoolSize(); i <= j; i++)
{
if (IsValidActor(i))
{
SetActorHealth(i, health);
}
}
}
```
## Srodne Funkcije
- [CreateActor](CreateActor): Kreiraj actora (statički NPC).
- [IsValidActor](isValidActor): Provjerite da li je ID actora validan.
- [SetActorHealth](SetActorHealth): Postavite health actoru.
| openmultiplayer/web/docs/translations/bs/scripting/functions/GetActorPoolSize.md/0 | {
"file_path": "openmultiplayer/web/docs/translations/bs/scripting/functions/GetActorPoolSize.md",
"repo_id": "openmultiplayer",
"token_count": 380
} | 341 |
---
title: GetPVarNameAtIndex
description: Dohvatite ime pVara igrača putem indeksa.
tags: ["pvar"]
---
## Deskripcija
Dohvatite ime pVara igrača putem indeksa.
| Ime | Deskripcija |
| ------------- | ------------------------------------------------------- |
| playerid | ID igrača za dobiti igračevu varijablu. |
| index | Index igračevog pVara. |
| ret_varname[] | String za pohraniti ime pVara, proslijeđeno referencom. |
| ret_len | Maksimalna dužina vraćenog stringa, koristi sizeof(). |
## Returns
Ova funkcija ne returna (vraća) nikakve posebne vrijednosti.
## Srodne Funkcije
- [GetPVarType](GetPVarType): Dobij tip igračeve varijable.
- [GetPVarInt](GetPVarInt): Dobij prethodno postavljeni cijeli broj iz igračeve varijable.
- [GetPVarFloat](GetPVarFloat): Dobij prethodno postavljeni float iz igračeve varijable.
- [GetPVarString](GetPVarString): Dobij prethodno postavljeni string iz igračeve varijable.
| openmultiplayer/web/docs/translations/bs/scripting/functions/GetPVarNameAtIndex.md/0 | {
"file_path": "openmultiplayer/web/docs/translations/bs/scripting/functions/GetPVarNameAtIndex.md",
"repo_id": "openmultiplayer",
"token_count": 496
} | 342 |
---
title: GetPlayerVelocity
description: Dobij brzinu (brzinu) igrača na X, Y i Z osi.
tags: ["player"]
---
## Deskripcija
Dobij brzinu (brzinu) igrača na X, Y i Z osi.
| Ime | Deskripcija |
| -------- | ---------------------------------------------------------------------- |
| playerid | Igrač za dobiti brzinu. |
| &Float:x | Float varijabla za pohraniti brzinu na X osi, proslijeđeno referencom. |
| &Float:y | Float varijabla za pohraniti brzinu na Y osi, proslijeđeno referencom. |
| &Float:z | Float varijabla za pohraniti brzinu na Z osi, proslijeđeno referencom. |
## Returns
Sama funkcija ne vraća određenu vrijednost. Brzine X, Y i Z pohranjene su u navedenim varijablama.
## Primjeri
```c
public OnPlayerCommandText(playerid, cmdtext[])
{
if (!strcmp("/velocity", cmdtext))
{
new
Float: playerVelocity[3],
message[80];
GetPlayerVelocity(playerid, playerVelocity[0], playerVelocity[1], playerVelocity[2]);
format(message, sizeof(message), "Idete brzinom od X: %f, Y: %f, Z: %f", playerVelocity[0], playerVelocity[1], playerVelocity[2]);
SendClientMessage(playerid, 0xFFFFFFFF, message);
return 1;
}
}
```
## Srodne Funkcije
- [SetPlayerVelocity](SetPlayerVelocity): Postavi brzinu igrača.
- [SetVehicleVelocity](SetVehicleVelocity): Postavi brzinu vozila.
- [GetVehicleVelocity](GetVehicleVelocity): Dobij brzinu vozila.
| openmultiplayer/web/docs/translations/bs/scripting/functions/GetPlayerVelocity.md/0 | {
"file_path": "openmultiplayer/web/docs/translations/bs/scripting/functions/GetPlayerVelocity.md",
"repo_id": "openmultiplayer",
"token_count": 689
} | 343 |
---
title: GetServerVarAsString
description: Dobij string vrijednost server varijable.
tags: []
---
:::warning
This function, as of 0.3.7 R2, is deprecated. Please see GetConsoleVarAsString
:::
## Deskripcija
Dobij string vrijednost server varijable.
| Ime | Deskripcija |
| --------------- | ----------------------------------------------------- |
| const varname[] | Ime string varijable za dobiti vrijednost. |
| buffer[] | Niz za pohraniti vrijednost, proslijeđeno referencom. |
| len | Dužina stringa koji će biti pohranjen. |
## Returns
Dužina returnovanog/vraćenog stringa. 0 ako navedena varijabla servera nije string ili ne postoji.
## Primjeri
```c
public OnGameModeInit()
{
new hostname[64];
GetServerVarAsString("hostname", hostname, sizeof(hostname));
printf("Hostname: %s", hostname);
}
```
## Zabilješke
:::tip
Kad su filterskripte ili plugini navedeni kao ime var, ova funkcija vraća samo ime prve navedene filterskripte ili plugina. Ovo je bug.
:::
:::tip
Napiši 'varlist' u server konzoli da prikažeš listu dostupnih server varijabli i njihovih tipova.
:::
:::warning
Korištenje ove funkcije na bilo čemu osim stringa (cijeli broj, bool ili float) ili nepostojeće varijable servera srušit će vaš server! Ovo je bug.
:::
## Srodne Funkcije
- [GetServerVarAsInt](GetServerVarAsInt): Dohvatite server varijablu kao cijeli broj.
- [GetServerVarAsBool](GetServerVarAsBool): Dohvaćanje varijable poslužitelja kao logičke vrijednosti (boolean).
| openmultiplayer/web/docs/translations/bs/scripting/functions/GetServerVarAsString.md/0 | {
"file_path": "openmultiplayer/web/docs/translations/bs/scripting/functions/GetServerVarAsString.md",
"repo_id": "openmultiplayer",
"token_count": 690
} | 344 |
---
title: GetVehicleTrailer
description: Dobij ID prikolice prikvačene za vozilo.
tags: ["vehicle"]
---
## Deskripcija
Dobij ID prikolice prikvačene za vozilo.
| Ime | Deskripcija |
| --------- | ------------------------------ |
| vehicleid | ID vozila za dobiti prikolicu. |
## Returns
ID vozila prikolice ili 0 ako nije prikvačena prikolica.
## Primjeri
```c
new
trailerId = GetVehicleTrailer(vehicleid);
DetachTrailerFromVehicle(trailerId);
```
## Zabilješke
:::warning
Ova funkcija ne radi za vozove.
:::
## Srodne Funkcije
- [AttachTrailerToVehicle](AttachTrailerToVehicle): Prikvači prikolicu za vozilo.
- [DetachTrailerFromVehicle](DetachTrailerFromVehicle): Odvojite prikolicu od vozila.
- [IsTrailerAttachedToVehicle](IsTrailerAttachedToVehicle): Provjeri da li je prikolica prikvačena za vozilo.
| openmultiplayer/web/docs/translations/bs/scripting/functions/GetVehicleTrailer.md/0 | {
"file_path": "openmultiplayer/web/docs/translations/bs/scripting/functions/GetVehicleTrailer.md",
"repo_id": "openmultiplayer",
"token_count": 357
} | 345 |
---
title: IsPlayerAdmin
description: Provjerite je li igrač prijavljen kao RCON administrator.
tags: ["administration"]
---
## Deskripcija
Provjerite je li igrač prijavljen kao RCON administrator.
| Ime | Deskripcija |
| -------- | ---------------------- |
| playerid | ID igrača za provjeru. |
## Returns
1: Igrač je RCON administrator. 0: Igrač NIJE RCON administrator.
## Primjeri
```c
public OnPlayerSpawn(playerid)
{
if (IsPlayerAdmin(playerid))
{
SendClientMessageToAll(0xDEEE20FF, "Admin se spawnovao/stvorio.");
}
return 1;
}
```
## Srodne Funkcije
- [SendRconCommand](SendRconCommand): Šalje naredbu RCON putem skripte.
## Srodni Callback-ovi (Povratni pozivi)
- [OnRconLoginAttempt](../callbacks/OnRconLoginAttempt): Pozvano kada se napravi pokušaj prijavljivanja u RCON.
| openmultiplayer/web/docs/translations/bs/scripting/functions/IsPlayerAdmin.md/0 | {
"file_path": "openmultiplayer/web/docs/translations/bs/scripting/functions/IsPlayerAdmin.md",
"repo_id": "openmultiplayer",
"token_count": 339
} | 346 |
---
title: IsValidPlayerObject
description: Provjerava da li je dati ID objekta važeći za datog igrača.
tags: ["player"]
---
## Deskripcija
Provjerava da li je dati ID objekta važeći za datog igrača.
| Ime | Deskripcija |
| -------- | -------------------------------------------- |
| playerid | ID igrača čiji igrač-objekt treba potvrditi. |
| objectid | ID objekta za potvrditi. |
## Returns
1 ako objekat postoji, 0 ako ne.
## Primjeri
```c
// Provjerite je li objekt valjan (postoji) prije nego što ga izbrišemo
if (IsValidPlayerObject(playerid, objectid))
{
DestroyPlayerObject(playerid, objectid);
}
```
## Srodne Funkcije
- [CreatePlayerObject](CreatePlayerObject): Kreiraj objekat za samo jednog igrača.
- [DestroyPlayerObject](DestroyPlayerObject): Uništi player objekat.
- [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.
- [AttachPlayerObjectToPlayer](AttachPlayerObjectToPlayer): Prikvači player objekat za igrača.
- [CreateObject](CreateObject): Kreiraj objekat.
- [DestroyObject](DestroyObject): Uništi objekat.
- [IsValidObject](IsValidObject): Provjeri 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.
- [AttachObjectToPlayer](AttachObjectToPlayer): Prikvači objekat za igrača.
| openmultiplayer/web/docs/translations/bs/scripting/functions/IsValidPlayerObject.md/0 | {
"file_path": "openmultiplayer/web/docs/translations/bs/scripting/functions/IsValidPlayerObject.md",
"repo_id": "openmultiplayer",
"token_count": 736
} | 347 |
---
title: NetStats_MessagesReceived
description: Dobija broj poruka koje je server primio od klijenta za reprodukciju.
tags: []
---
## Deskripcija
Dobija broj poruka koje je server primio od klijenta za reprodukciju.
| Ime | Deskripcija |
| -------- | ---------------------------- |
| playerid | ID igrača za dobiti podatke. |
## Returns
Ova funkcija vraća broj poruka koje je server primio od klijenta za reprodukciju. 0 se vraća ako igrač nije konektovan.
## Primjeri
```c
public OnPlayerCommandText(playerid,cmdtext[])
{
if (!strcmp(cmdtext, "/msgs"))
{
new szString[144];
format(szString, sizeof(szString), "Poslao si %i network poruka.", NetStats_MessagesReceived(playerid));
SendClientMessage(playerid, -1, szString);
}
return 1;
}
```
## Srodne Funkcije
- [GetPlayerNetworkStats](GetPlayerNetworkStats): Dobija mrežne statistike igrača i pohranjuje ih u string.
- [GetNetworkStats](GetNetworkStats): Dobija mrežne statistike servera i sprema ih u string.
- [NetStats_GetConnectedTime](NetStats_GetConnectedTime): Dobij vrijeme za kojeg je igrač povezan na server.
- [NetStats_BytesReceived](NetStats_BytesReceived): Dohvatite količinu informacija (u bajtovima) koju je poslužitelj primio od igrača.
- [NetStats_MessagesSent](NetStats_MessagesSent): Dohvatite broj mrežnih poruka koje je server poslao igraču.
- [NetStats_BytesSent](NetStats_BytesSent): Dohvatite količinu informacija (u bajtovima) koje je poslužitelj poslao uređaju za reprodukciju.
- [NetStats_MessagesRecvPerSecond](NetStats_MessagesRecvPerSecond): Dohvatite broj mrežnih poruka koje je poslužitelj primio od igrača u posljednjoj sekundi.
- [NetStats_PacketLossPercent](NetStats_PacketLossPercent): Dobijte packet loss procenat igrača.
- [NetStats_ConnectionStatus](NetStats_ConnectionStatus): Dohvatite status veze igrača.
- [NetStats_GetIpPort](NetStats_GetIpPort): Nabavite IP adresu i port igrača.
| openmultiplayer/web/docs/translations/bs/scripting/functions/NetStats_MessagesReceived.md/0 | {
"file_path": "openmultiplayer/web/docs/translations/bs/scripting/functions/NetStats_MessagesReceived.md",
"repo_id": "openmultiplayer",
"token_count": 786
} | 348 |
---
title: PlayerTextDrawLetterSize
description: Postavlja širinu i visinu slova u player-textdrawu.
tags: ["player", "textdraw", "playertextdraw"]
---
## Deskripcija
Postavlja širinu i visinu slova u player-textdrawu.
| Ime | Deskripcija |
| -------- | ---------------------------------------------------------------- |
| playerid | ID igrača čijem će se player-textdrawu postaviti veličina slova. |
| text | ID player-textdrawa za izmijeniti veličinu slova. |
| Float:x | Širina karaktera. |
| Float:y | Visina karaktera. |
## Returns
Ova funkcija ne returna (vraća) nikakve posebne vrijednosti.
## Primjeri
```c
gMyTextDraw[playerid] = CreatePlayerTextDraw(playerid, 100.0, 33.0,"Primjer Textdrawa");
PlayerTextDrawLetterSize(playerid, gMyTextDraw[playerid], 3.2 ,5.1);
```
## Zabilješke
:::tip
Kada ovu funkciju koristite isključivo radi utjecaja na okvir za crtanje teksta, pomnožite 'Y' s 0,135 da biste pretvorili u mjerenja nalik TextDrawTextSize
:::
:::tip
Čini se da fontovi izgledaju najbolje s omjerom X prema Y od 1 do 4 (npr. Ako je x 0.5, tada bi y trebalo biti 2).
:::
## 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.
- [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.
- [PlayerTextDrawSetShadow](PlayerTextDrawSetShadow): Postavi sjenu na 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.
| openmultiplayer/web/docs/translations/bs/scripting/functions/PlayerTextDrawLetterSize.md/0 | {
"file_path": "openmultiplayer/web/docs/translations/bs/scripting/functions/PlayerTextDrawLetterSize.md",
"repo_id": "openmultiplayer",
"token_count": 1080
} | 349 |
---
title: RemovePlayerFromVehicle
description: Uklanja/izbacuje igrača iz njihovog vozila.
tags: ["player", "vehicle"]
---
## Deskripcija
Uklanja/izbacuje igrača iz njihovog vozila.
| Ime | Deskripcija |
| -------- | -------------------------------- |
| playerid | ID igrača za izbaciti iz vozila. |
## Returns
1: Funkcija uspješno izvršena.
0: Funkcija neuspješno izvršena. Ovo znači da igrač nije konektovan.
## Primjeri
```c
// Primjer - Igrači mogu da voze vozila samo ako imaju score 10.
public OnPlayerStateChange(playerid, PLAYER_STATE:newstate, PLAYER_STATE:oldstate)
{
if (newstate == PLAYER_STATE_DRIVER && GetPlayerScore(playerid) < 10) // PLAYER_STATE_DRIVER = 2
{
RemovePlayerFromVehicle(playerid);
}
return 1;
}
```
## Zabilješke
:::tip
Izlazna animacija nije sinhronizirana za druge igrače. Ova funkcija neće raditi kada se koristi u OnPlayerEnterVehicle, jer igrač nije u vozilu kad se pozove povratni poziv. Umjesto toga koristite OnPlayerStateChange (pogledajte primjer dolje). Igrač se ne uklanja ako je u RC vozilu.
:::
## Srodne Funkcije
- [PutPlayerInVehicle](PutPlayerInVehicle): Postavi igrača u vozilo.
| openmultiplayer/web/docs/translations/bs/scripting/functions/RemovePlayerFromVehicle.md/0 | {
"file_path": "openmultiplayer/web/docs/translations/bs/scripting/functions/RemovePlayerFromVehicle.md",
"repo_id": "openmultiplayer",
"token_count": 524
} | 350 |
---
title: SetActorFacingAngle
description: Postavi smjer gledanja aktora.
tags: []
---
:::warning
Ova funkcija je dodana u SA-MP 0.3.7 i ne radi u nižim verzijama!
:::
## Deskripcija
Postavi smjer gledanja aktora.
| Ime | Deskripcija |
| ------- | ------------------------------------------------------------------------ |
| actorid | ID aktora za postaviti smjer gledanja. Returnovan/vraćen od CreateActor. |
| ang | Smjer gledanja za postaviti. |
## Returns
1: Funkcija uspješno izvršena.
0: Funkcija neuspješno izvršena. Navedeni aktor ne postoji.
## Primjeri
```c
new MyActor;
public OnGameModeInit()
{
MyActor = CreateActor(...);
return 1;
}
// Negdje drugo
SetActorFacingAngle(MyActor, 180.0);
```
## Zabilješke
:::tip
Kada kreirate aktora pomoću CreateActor-a, odredite njegov okrenuti ugao/smjer gledanja. Ovu funkciju ne morate koristiti ako kasnije ne želite promijeniti njegov ugao/smjer gledanja okretanja.
:::
:::warning
Igrači će vijeti promjenu smjera gledanja aktora onda kada im se aktor ponovo učita.
:::
## Srodne Funkcije
- [GetActorFacingAngle](GetActorFacingAngle): Dobij smjer gledanja aktora.
- [SetActorPos](SetActorPos): Postavi poziciju aktora.
| openmultiplayer/web/docs/translations/bs/scripting/functions/SetActorFacingAngle.md/0 | {
"file_path": "openmultiplayer/web/docs/translations/bs/scripting/functions/SetActorFacingAngle.md",
"repo_id": "openmultiplayer",
"token_count": 613
} | 351 |
---
title: SetObjectsDefaultCameraCol
description: Omogućuje da se sudaranje kamere s novostvorenim objektima onemogući prema zadanim postavkama.
tags: []
---
:::warning
Ova funkcija je dodana u SA-MP 0.3.7 i ne radi u nižim verzijama!
:::
## Deskripcija
Omogućuje da se sudaranje kamere s novostvorenim objektima onemogući prema zadanim postavkama.
| Ime | Deskripcija |
| ------- | --------------------------------------------------------------------------------------------------------------------------- |
| disable | 1 za onemogućavanje sudara kamere za novostvorene objekte i 0 za njihovo omogućavanje (omogućeno prema zadanim postavkama). |
## Returns
Note
Ova funkcija utječe samo na sudare kamera objekata stvorenih NAKON njegove upotrebe - ne uključuje sudare kamera postojećih objekata.
## Primjeri
```c
public OnGameModeInit()
{
// Onemogući sudar kamere
SetObjectsDefaultCameraCol(1);
// Stvaranje mapiranih objekata
CreateObject(...);
CreateObject(...);
CreateObject(...);
CreateObject(...);
// Gore navedeni objekti NEĆE imati sudara kamere
// Ponovo omogućite sudare kamere
SetObjectsDefaultCameraCol(0);
// Stvaranje mapiranih objekata
CreateObject(...);
CreateObject(...);
CreateObject(...);
CreateObject(...);
// Gore navedeni objekti NEĆE imati sudara kamere
// ALI, prvi set I dalje NEĆE imati sudara kamere
return 1;
}
```
## Zabilješke
:::tip
Ova funkcija utječe samo na sudare kamera objekata stvorenih NAKON njegove upotrebe - ne uključuje sudare kamera postojećih objekata.
:::
:::warning
Ova funkcija radi SAMO izvan normalnih granica SA mape (preko 3000 jedinica).
:::
## Srodne Funkcije
- [SetObjectNoCameraCol](SetObjectNoCameraCol): Onemogućava sudare između kamere i objekta.
- [SetPlayerObjectNoCameraCol](SetPlayerObjectNoCameraCol): Onemogućava sudare između kamere i objekta playera.
| openmultiplayer/web/docs/translations/bs/scripting/functions/SetObjectsDefaultCameraCol.md/0 | {
"file_path": "openmultiplayer/web/docs/translations/bs/scripting/functions/SetObjectsDefaultCameraCol.md",
"repo_id": "openmultiplayer",
"token_count": 892
} | 352 |
---
title: SetPlayerFightingStyle
description: Postavi igraču specijalan stil borbe.
tags: ["player"]
---
## Deskripcija
Postavi igraču specijalan stil borbe. Za koristiti unutar igre, ciljaj i klikni 'secondary attack' dugme (ENTER po zadanim postavkama).
| Ime | Deskripcija |
| -------- | ------------------------------------------------------- |
| playerid | ID igrača za postaviti stil borbe. |
| style | [Stil borbe](../resources/fightingstyles) za postaviti. |
## Returns
Ova funkcija ne returna (vraća) nikakve posebne vrijednosti.
## Primjeri
```c
if (strcmp(cmdtext, "/boxing", true) == 0)
{
SetPlayerFightingStyle(playerid, FIGHT_STYLE_BOXING);
SendClientMessage(playerid, 0xFFFFFFAA, "Promijenio si svoj stil borbe u Boxing!");
return 1;
}
```
## Zabilješke
:::tip
To ne utječe na normalne napade šake - samo na specijalne/sekundarne napade (aim + klikni 'secondary attack' dugme).
:::
## Srodne Funkcije
- [GetPlayerFightingStyle](scripting/functions/GetPlayerFightingStyle): Dobij igračev stil borbe.
| openmultiplayer/web/docs/translations/bs/scripting/functions/SetPlayerFightingStyle.md/0 | {
"file_path": "openmultiplayer/web/docs/translations/bs/scripting/functions/SetPlayerFightingStyle.md",
"repo_id": "openmultiplayer",
"token_count": 473
} | 353 |
---
title: SetPlayerScore
description: Postavite rezultat (score) igrača.
tags: ["player"]
---
## Deskripcija
Postavite rezultat (score) igrača. Rezultati igrača prikazuju se na scoreboardu (prikazuje se držanjem tipke TAB).
| Ime | Deskripcija |
| -------- | ---------------------------------------- |
| playerid | ID igrača za postaviti rezultat (score). |
| score | Vrijednost za postaviti. |
## Returns
1: Funkcija uspješno izvršena.
0: Funkcija neuspješno izvršena. Ovo znači da navedeni igrač ne postoji.
## Primjeri
```c
public OnPlayerDeath(playerid, killerid, WEAPON:reason)
{
// Dodaj 1 na rezultat (score) ubice. Moramo provjeriti da li je validan prvo.
if (killerid != INVALID_PLAYER_ID)
{
SetPlayerScore(killerid, GetPlayerScore(killerid) + 1);
}
return 1;
}
```
## Srodne Funkcije
- [GetPlayerScore](GetPlayerScore): Dobijte rezultat/score igrača.
| openmultiplayer/web/docs/translations/bs/scripting/functions/SetPlayerScore.md/0 | {
"file_path": "openmultiplayer/web/docs/translations/bs/scripting/functions/SetPlayerScore.md",
"repo_id": "openmultiplayer",
"token_count": 425
} | 354 |
---
title: SetTeamCount
description: Ova se funkcija koristi za promjenu količine timova korištenih u gamemodeu.
tags: []
---
## Deskripcija
Ova se funkcija koristi za promjenu količine timova korištenih u gamemodeu. Nema očigledan način upotrebe, ali može pomoći da se naznači broj timova koji se koriste za bolje (efikasnije) interno rukovanje. Ovu funkciju treba koristiti samo u OnGameModeInit povratnom pozivu. Važno: Ovdje možete proslijediti 2 milijarde ako želite, ova funkcija uopće nema efekta.
| Ime | Deskripcija |
| ----- | ------------------------------ |
| teams | Broj timova koje gamemode zna. |
## Returns
Ova funkcija ne returna (vraća) nikakve posebne vrijednosti.
## Primjeri
```c
public OnGameModeInit( )
{
// Koristimo 18 timova, definirajmo ih;
SetTeamCount(18);
return 1;
}
```
## Srodne Funkcije
- [GetPlayerTeam](GetPlayerTeam): Provjerite u kojem je igrač timu.
- [SetPlayerTeam](SetPlayerTeam): Postavi tim igrača.
| openmultiplayer/web/docs/translations/bs/scripting/functions/SetTeamCount.md/0 | {
"file_path": "openmultiplayer/web/docs/translations/bs/scripting/functions/SetTeamCount.md",
"repo_id": "openmultiplayer",
"token_count": 429
} | 355 |
---
title: SetWorldTime
description: Postavlja vrijeme svijeta (za sve igrače) na određeni sat.
tags: []
---
## Deskripcija
Postavlja vrijeme svijeta (za sve igrače) na određeni sat.
| Ime | Deskripcija |
| ---- | ----------------------- |
| hour | Sat za postaviti (0-23) |
## Returns
Ova funkcija ne returna (vraća) nikakve posebne vrijednosti.
## Primjeri
```c
// Postavi vrijeme na 12 sati (podne)
SetWorldTime(12);
```
## Zabilješke
:::tip
Ova je funkcija relevantna samo za igrače koji ne koriste sat koji prolazi - pogledajte TogglePlayerClock.
:::
:::tip
Da biste postavili minute i/ili postavili vrijeme za pojedine igrače, pogledajte SetPlayerTime.
:::
## Srodne Funkcije
- [SetPlayerTime](SetPlayerTime): Postavi igraču vrijeme.
- [SetWeather](SetWeather): Postavite globalno vrijeme (weather).
- [SetGravity](SetGravity): Postavite globalnu gravitaciju.
| openmultiplayer/web/docs/translations/bs/scripting/functions/SetWorldTime.md/0 | {
"file_path": "openmultiplayer/web/docs/translations/bs/scripting/functions/SetWorldTime.md",
"repo_id": "openmultiplayer",
"token_count": 380
} | 356 |
---
title: TextDrawBoxColor
description: Prilagođava boju okvira za tekst (koristi se samo ako je parametar 'use' TextDrawUseBox 1).
tags: ["textdraw"]
---
## Deskripcija
Prilagođava boju okvira za tekst (koristi se samo ako je parametar 'use' TextDrawUseBox 'true').
| Ime | Deskripcija |
| ----- | ------------------------------------------------------------------------------------------------------------------------------------------------ |
| text | Textdraw za izmijeniti. |
| color | Boja. Neprozirnost se postavlja alfa intenzitetom boje (npr. Boja 0x000000FF ima neproziran crni box, dok 0x000000AA ima poluproziran crni box). |
## Returns
Ova funkcija ne returna (vraća) nikakve posebne vrijednosti.
## Primjeri
```c
new Text:gMyTextdraw;
public OnGameModeInit()
{
gMyTextdraw = TextDrawCreate(123.0, 123.0, "Primjer");
TextDrawUseBox(gMyTextdraw, true);
TextDrawBoxColor(gMyTextdraw, 0xFFFFFFFF);
return 1;
}
```
## Zabilješke
:::tip
Ukoliko želite promijeniti boju boxa textdrawa koji je već prikazan, ne morate ga ponovno kreirati. Prosto koristite [TextDrawShowForPlayer](TextDrawShowForPlayer)/[TextDrawShowForAll](TextDrawShowForAll) nakon uređivanja i promjena će biti vidljiva.
:::
## Srodne Funkcije
- [TextDrawCreate](TextDrawCreate): Kreiraj textdraw.
- [TextDrawDestroy](TextDrawDestroy): Uništi textdraw.
- [TextDrawColor](TextDrawColor): Postavi boju teksta u textdrawu.
- [TextDrawBackgroundColor](TextDrawBackgroundColor): Postavi boju pozadine textdrawa.
- [TextDrawAlignment](TextDrawAlignment): Postavi poravnanje textdrawa.
- [TextDrawFont](TextDrawFont): Postavi font textdrawa.
- [TextDrawLetterSize](TextDrawLetterSize): Postavi veličinu znakova teksta u textdrawu.
- [TextDrawTextSize](TextDrawTextSize): Postavi veličinu boxa u textdrawu.
- [TextDrawSetOutline](TextDrawSetOutline): Odluči da li da tekst ima outline.
- [TextDrawSetShadow](TextDrawSetShadow): Uključi/isključi sjene (shadows) na textdrawu.
- [TextDrawSetProportional](TextDrawSetProportional): Razmjestite razmak između teksta u texstdrawu na proporcionalni omjer.
- [TextDrawUseBox](TextDrawUseBox): Uključite ili isključite da li textdraw koristi box ili ne.
- [TextDrawSetString](TextDrawSetString): Postavi tekst u već postojećem textdrawu.
- [TextDrawShowForPlayer](TextDrawShowForPlayer): Prikaži textdraw za određenog igrača.
- [TextDrawHideForPlayer](TextDrawHideForPlayer): Sakrij textdraw za određenog igrača.
- [TextDrawShowForAll](TextDrawShowForAll): Prikaži textdraw za sve igrače.
- [TextDrawHideForAll](TextDrawHideForAll): Sakrij textdraw za sve igrače.
| openmultiplayer/web/docs/translations/bs/scripting/functions/TextDrawBoxColor.md/0 | {
"file_path": "openmultiplayer/web/docs/translations/bs/scripting/functions/TextDrawBoxColor.md",
"repo_id": "openmultiplayer",
"token_count": 1224
} | 357 |
---
title: TextDrawShowForAll
description: Prikazuje textdraw svim igračima.
tags: ["textdraw"]
---
## Deskripcija
Prikazuje textdraw svim igračima.
| Ime | Deskripcija |
| ---- | --------------------------------------------------------------- |
| text | ID textdrawa za prikazati. Returnovan/vraćen od TextDrawCreate. |
## Returns
1: Funkcija uspješno izvršena.
0: Funkcija neuspješno izvršena. Ovo znači da navedeni textdraw ne postoji.
## Primjeri
```c
new Text: textId = TextDrawCreate(100.0, 100.0, "Zdravo!");
TextDrawShowForAll(textId);
```
## Srodne Funkcije
- [TextDrawShowForPlayer](TextDrawShowForPlayer): Prikaži textdraw za određenog igrača.
- [TextDrawHideForPlayer](TextDrawHideForPlayer): Sakrij textdraw za određenog igrača.
- [TextDrawHideForAll](TextDrawHideForAll): Sakrij textdraw za sve igrače.
| openmultiplayer/web/docs/translations/bs/scripting/functions/TextDrawShowForAll.md/0 | {
"file_path": "openmultiplayer/web/docs/translations/bs/scripting/functions/TextDrawShowForAll.md",
"repo_id": "openmultiplayer",
"token_count": 372
} | 358 |
---
title: atan
description: Dobijte obrnutu vrijednost tangente luka u radijanima.
tags: []
---
:::warning
Ova funkcija započinje malim slovom.
:::
## Deskripcija
Dobijte obrnutu vrijednost tangente luka u radijanima.
| Ime | Deskripcija |
| ----------- | -------------------------- |
| Float:value | Unos u tangentama luka. |
## Returns
Radijant ugla u radijanima.
## Primjeri
```c
//Ova funkcija returna(vraća) radijane. Budući da većina SA-MP funkcija koristi stupnjeve, savjetuje se da ih konvertiraju koristeći formulu: rezultat = atan (param) * 180 / PI
public OnGameModeInit()
{
new Float:param, Float:result;
param = 1.0;
result = atan(param) * 180 / 3.14159265; //1 radian equals 180 degrees. 3.14... is used to define PI.
printf ("Tangent luka od %f je %f stepeni\n", param, result );
return 0;
}
```
## Srodne Funkcije
- [floatsin](floatsin): Uzmite sinus iz određenog ugla.
- [floatcos](floatcos): Uzmite kosinus iz određenog ugla.
- [floattan](floattan): Uzmite tangentu pod određenim uglom.
| openmultiplayer/web/docs/translations/bs/scripting/functions/atan.md/0 | {
"file_path": "openmultiplayer/web/docs/translations/bs/scripting/functions/atan.md",
"repo_id": "openmultiplayer",
"token_count": 467
} | 359 |
---
title: floatcmp
description: floatcmp se može koristiti za međusobno uspoređivanje vrijednosti plutajućeg stanja, kako bi se potvrdila usporedba.
tags: []
---
:::warning
Ova funkcija započinje malim slovom.
:::
## Deskripcija
floatcmp se može koristiti za međusobno uspoređivanje vrijednosti plutajućeg stanja, kako bi se potvrdila usporedba.
| Ime | Deskripcija |
| ----- | ------------------------------------ |
| oper1 | Prva float vrijednost za usporedbu. |
| oper2 | Druga float vrijednost za usporedbu. |
## Returns
0 ako se vrijednost podudara, 1 ako je prva vrijednost veća i -1 ako je druga vrijednost veća.
## Primjeri
```c
floatcmp(2.0, 2.0); // Vraća 0 jer se podudaraju.
floatcmp(1.0, 2.0) // Vraća -1 jer je druga vrijednost veća.
floatcmp(2.0, 1.0) // Vraća 1 jer je prva vrijednost veća.
```
## Srodne Funkcije
| openmultiplayer/web/docs/translations/bs/scripting/functions/floatcmp.md/0 | {
"file_path": "openmultiplayer/web/docs/translations/bs/scripting/functions/floatcmp.md",
"repo_id": "openmultiplayer",
"token_count": 421
} | 360 |
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