text stringlengths 1 2.83M | id stringlengths 16 152 | metadata dict | __index_level_0__ int64 0 949 |
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| odota/web/src/components/Team/proPlayerImages.js/0 | {
"file_path": "odota/web/src/components/Team/proPlayerImages.js",
"repo_id": "odota",
"token_count": 2070
} | 259 |
import React from 'react';
import PropTypes from 'prop-types';
import { connect } from 'react-redux';
import ReactTooltip from 'react-tooltip';
import { Tooltip } from '@material-ui/core';
import ActionDoneAll from 'material-ui/svg-icons/action/done-all';
import playerColors from 'dotaconstants/build/player_colors.json';
import SocialPerson from 'material-ui/svg-icons/social/person';
import NotificationSync from 'material-ui/svg-icons/notification/sync';
import styled from 'styled-components';
import { subTextStyle, IMAGESIZE_ENUM } from '../../../utility';
import { TableLink } from '../../Table';
import {
IconDice,
IconCrystalBall,
IconCheckCircle,
IconContributor,
} from '../../Icons';
import constants from '../../constants';
import AttrStrength from '../../Icons/AttrStrength';
import AttrIntelligent from '../../Icons/AttrIntelligent';
import AttrAgility from '../../Icons/AttrAgility';
import AttrUniversal from '../../Icons/AttrUniversal';
import HeroImage from '../HeroImage';
// hero to use as background image in tooltip
const backgroundMapping = {
str: 2, // Axe
agi: 47, // Viper
int: 10, // Morphling
all: 91, // Io
};
const Styled = styled.div`
.hero-tooltip .__react_component_tooltip {
opacity: 1 !important;
padding: 0px !important;
}
.subTextContainer {
position: relative;
& svg {
color: currentcolor !important;
height: 13px !important;
width: 13px !important;
vertical-align: top;
padding: 1px 0;
}
& section {
margin-left: -2px;
margin-right: 4px;
display: inline-block;
}
}
.textContainer {
display: flex;
flex-direction: column;
justify-content: center;
line-height: 1.2;
width: 105px;
text-align: left;
& > span {
position: relative;
white-space: nowrap;
& a {
display: inline-block;
width: 88%;
overflow: hidden;
text-overflow: ellipsis;
vertical-align: sub;
}
}
}
.image {
margin-right: 7px;
position: relative;
height: 29px;
box-shadow: 0 0 5px ${constants.defaultPrimaryColor};
}
.abandoned {
position: absolute;
right: 7px;
bottom: 8px;
height: 15px;
&[data-hint] {
&::before,
&::after {
left: 40%;
}
}
}
.abandoned img {
width: 51px;
}
.parsed {
position: relative;
left: -14px;
width: 2px;
height: 29px;
background-color: ${constants.primaryLinkColor};
/* Material-ui icon */
& svg {
position: relative !important;
left: -10px !important;
fill: ${constants.primaryLinkColor} !important;
}
}
.unparsed {
position: relative;
left: -24px;
width: 2px;
height: 29px;
background-color: ${constants.colorMuted};
/* Material-ui icon */
& svg {
position: relative !important;
left: -10px !important;
fill: transparent !important;
}
}
.badge {
display: inline-block;
& svg {
width: 10px !important;
height: 10px !important;
margin-right: 5px;
}
}
.logo {
display: inline-block;
& svg {
width: 14px !important;
height: 14px !important;
margin-right: 5px;
-webkit-filter: drop-shadow(0 0 4px rgba(102, 187, 255, 1));
filter: drop-shadow(0 0 4px rgba(102, 187, 255, 1));
}
width: 14px;
height: 14px;
margin-right: 2px;
position: relative;
top: 3px;
right: 2px;
}
.registered {
display: inline-block;
& svg {
width: 10px !important;
height: 10px !important;
margin-right: 5px;
}
width: 10px;
height: 10px;
margin-right: 5px;
background-color: ${constants.colorSuccess};
border-radius: 50%;
margin-top: 1px;
}
.imageContainer {
position: relative;
display: flex;
justify-content: center;
z-index: 1;
}
.playerSlot {
width: 2px;
height: 29px;
position: absolute;
right: 7px;
}
.golden {
fill: ${constants.colorGolden} !important;
}
.party {
position: absolute;
overflow: hidden;
border-top-left-radius: 3px;
border-bottom-left-radius: 3px;
width: 13px;
height: 29px;
left: -13px;
& .group {
display: flex;
justify-content: center;
align-items: center;
height: 100%;
width: 100%;
&.group0 {
background: #a73411;
}
&.group1 {
background: #107e79;
}
&.group2 {
background: #a71164;
}
&.group3 {
background: #a76411;
}
& .numerals {
color: rgba(255, 255, 255, 0.9);
white-space: nowrap;
font-weight: bold;
transform: rotate(-90deg);
}
}
}
.hoverIcon {
margin-left: 4px;
}
.hoverIcon:first-child {
margin-left: 8px;
}
.guideContainer {
margin: auto;
}
.guideIcon {
max-width: 24px;
max-height: 24px;
}
`;
const HeroImageContainer = styled.div`
display: flex;
position: relative;
height: 100%;
align-items: center;
`;
const HeroToolTip = styled.div`
width: 290px;
overflow: hidden;
background-color: #131519;
overflow: hidden;
.header {
height: 120px;
overflow: hidden;
}
.heroImg {
position: relative;
float: left;
top: 12px;
& .health-mana {
position: relative;
left: 10px;
bottom: 6px;
line-height: 30px;
width: 86px;
text-align: center;
z-index: 2;
background: rgba(0, 0, 0, 0.6);
& #health {
color: ${constants.colorGreen};
&::after {
content: "/";
color: ${constants.colorMuted};
}
&::before {
content: "HP";
color: #488249;
}
}
& #mana {
color: ${constants.colorMana};
&::before {
content: "MP";
color: #3C638E;
}
}
}
& #heroImg-attribute {
height: 15px;
position: absolute;
z-index: 2;
left: 4px;
top: 5px;
background: rgba(0, 0, 0, 0.65);
}
& img {
width: 86px;
margin-left: 10px;
margin-top: 10px;
display: inline-block;
}
}
.header-stats {
height: 100px;
width: 180px;
margin-left: 8px;
margin-bottom: 1px;
display: inline-block;
& #hero-name {
color: ${constants.primaryTextColor};
text-shadow: 1px 1px ${constants.colorMuted};
margin-left: 7px;
font-size: ${constants.fontSizeCommon};
margin-top: 6px;
letter-spacing: 1px;
overflow: hidden;
white-space: nowrap;
text-overflow: ellipsis;
}
& #hero-roles {
font-size: ${constants.fontSizeTiny}
color: #829091;
margin-left: 7px;
line-height: 10px;
position: relative;
top: -2px;
height: 18px;
letter-spacing: 1px;
}
& .attributes-container {
height: 50px;
width: 180px;
display: flex;
margin-top: 10px;
justify-content: space-between;
position: relative;
& .attributes {
width: 50px;
height: 50px;
z-index: 100;
& .attribute-img {
display: block;
height: 35px;
margin-left: auto;
margin-right: auto;
border: 2px solid ${constants.colorMuted};
border-radius: 50%;
box-sizing: border-box;
background: #111111;
&[main="true"] {
border: 2px solid ${constants.primaryTextColor};
}
}
& .attribute-text {
text-align: center;
font-size: 12px;
margin-top: 2px;
}
}
}
}
.stats {
margin-bottom: 9px;
& div {
margin-left: 9px;
}
& span:last-child {
font-size: larger;
margin-right: 11px;
}
& .stat {
display: flex;
align-items: baseline;
& .dots {
border-bottom: 1px dashed rgba(114, 114, 114, 0.23);
flex: 1;
margin-right: 8px;
margin-left: 8px;
padding-bottom: 10px;
}
}
}
`;
const Trim = styled.hr`
border: 0;
height: 1px;
margin-left: 10px;
margin-right: 10px;
background-color: ${constants.colorMuted};
`;
const expand = {
display: 'flex',
position: 'relative',
height: '100%',
left: '-10px',
};
class TableHeroImage extends React.Component {
state = { tooltipVisible: false };
setTooltipVisibility = (value) => {
this.setState({ tooltipVisible: value });
};
render() {
const {
parsed,
image,
registered,
contributor,
subscriber,
title,
subtitle,
accountId,
playerSlot,
hideText,
confirmed,
party,
heroName,
heroID,
showGuide,
guideUrl,
guideType,
randomed,
repicked,
predictedVictory,
leaverStatus,
strings,
hero = {},
} = this.props;
const { tooltipVisible } = this.state;
const heroImageEventProps = {
onMouseEnter: () => {
this.setTooltipVisibility(true);
},
onMouseLeave: () => {
this.setTooltipVisibility(false);
},
};
return (
<Styled style={expand}>
<HeroImageContainer>
{parsed !== undefined && (
<div
className={parsed ? 'parsed' : 'unparsed'}
data-hint={parsed && strings.tooltip_parsed}
>
<ActionDoneAll />
</div>
)}
{party && <div className="party">{party}</div>}
{(heroID || image) && (
<div className="imageContainer">
{image ? (
<img
src={image}
alt={heroName}
className="image"
data-tip={hero.id === undefined && null}
data-for={heroName}
{...heroImageEventProps}
/>
) : (
<HeroImage
id={heroID}
className="image"
data-tip={hero.id === undefined && null}
data-for={heroName !== undefined && heroName}
heroImageEventProps={heroImageEventProps}
/>
)}
{leaverStatus !== undefined && leaverStatus > 1 && (
<span
className="abandoned"
data-hint={strings[`leaver_status_${leaverStatus}`]}
data-hint-position="top"
>
<img src="/assets/images/dota2/disconnect_icon.png" alt="" />
</span>
)}
{playerSlot !== undefined && (
<div
className="playerSlot"
style={{ backgroundColor: playerColors[playerSlot] }}
/>
)}
</div>
)}
{!hideText && (
<div className="textContainer">
<span>
{registered && !contributor && !subscriber && (
<div
className="registered"
data-hint={strings.tooltip_registered_user}
data-hint-position="top"
/>
)}
{subscriber && (
<div
className="logo"
data-hint={strings.app_subscriber}
data-hint-position="top"
>
<IconContributor
className="icon"
dColor="#FFD700"
oColor="#212121"
/>
</div>
)}
{contributor && (
<div
className="logo"
data-hint={strings.app_contributor}
data-hint-position="top"
>
<IconContributor
className="icon"
dColor="#21be93"
oColor="#212121"
/>
</div>
)}
{confirmed && (
<div
className="badge"
data-hint={`${strings.app_confirmed_as} ${title}`}
data-hint-position="top"
>
<IconCheckCircle className="golden" />
</div>
)}
{accountId ? (
<TableLink to={`/players/${accountId}`}>{title}</TableLink>
) : (
title
)}
</span>
{subtitle && (
<span style={subTextStyle} className="subTextContainer">
{subtitle}
<span>
{randomed && (
<span
className="hoverIcon"
data-hint={strings.general_randomed}
data-hint-position="top"
>
<IconDice fill="currentcolor" />
</span>
)}
{repicked && (
<span
className="hoverIcon"
data-hint={strings.general_repicked}
data-hint-position="top"
>
<NotificationSync />
</span>
)}
{predictedVictory && (
<Tooltip title={strings.general_predicted_victory}>
<span style={{ marginLeft: '4px' }}>
<IconCrystalBall fill="currentcolor" />
</span>
</Tooltip>
)}
</span>
</span>
)}
</div>
)}
{Boolean(showGuide) && guideType && guideUrl && heroName && (
<div className="guideContainer" data-tip data-for={heroName}>
<a href={guideUrl}>
{guideType === 'PVGNA' ? (
<img
className="guideIcon"
src="/assets/images/pvgna-guide-icon.png"
alt={`Learn ${heroName} on Pvgna`}
/>
) : (
<div />
)}
{guideType === 'MOREMMR' ? (
<img
className="moremmr-icon"
style={{ maxWidth: '60px' }}
src="/assets/images/moremmr-icon2.svg"
alt={`Learn ${heroName} on MoreMMR`}
/>
) : (
<div />
)}
</a>
<ReactTooltip
id={heroName}
place="top"
type="light"
effect="solid"
offset="{'top': 1, 'right': 3}"
>
{guideType === 'PVGNA' ? `Learn ${heroName} on Pvgna` : ''}
{guideType === 'MOREMMR' ? `Learn ${heroName} on MoreMMR` : ''}
</ReactTooltip>
</div>
)}
{tooltipVisible && (
<div className="hero-tooltip">
<ReactTooltip id={heroName} effect="solid" place="right">
<HeroToolTip>
<div
style={{
overflow: 'hidden',
position: 'absolute',
height: '100%',
width: '100%',
}}
>
<HeroImage
id={backgroundMapping[hero.primary_attr]}
imageSizeSuffix={IMAGESIZE_ENUM.SMALL.suffix}
style={{
position: 'absolute',
top: 40,
left: -60,
opacity: 0.3,
filter: 'blur(10px)',
transform: 'scale(1.5)',
}}
/>
</div>
<div className="header">
<div className="heroImg">
<HeroImage
id={heroID}
imageSizeSuffix={IMAGESIZE_ENUM.VERT.suffix}
/>
{hero.primary_attr === 'str' && (
<AttrStrength id="heroImg-attribute" />
)}
{hero.primary_attr === 'agi' && (
<AttrAgility id="heroImg-attribute" />
)}
{hero.primary_attr === 'int' && (
<AttrIntelligent id="heroImg-attribute" />
)}
{hero.primary_attr === 'all' && (
<AttrUniversal id="heroImg-attribute" />
)}
<div className="health-mana">
<span id="health">{Math.floor(hero.base_health)}</span>
<span id="mana">{Math.floor(hero.base_mana)}</span>
</div>
</div>
<div className="header-stats">
<div id="hero-name">{hero.localized_name}</div>
<div id="hero-roles">
{hero.attack_type} -{' '}
{hero.roles && hero.roles.join(', ')}
</div>
<div className="attributes-container">
<div className="attributes">
<AttrStrength
id="str"
className="attribute-img"
main={`${hero.primary_attr === 'str'}`}
/>
<div className="attribute-text">
{hero.base_str} +{hero.str_gain}
</div>
</div>
<div className="attributes">
<AttrAgility
id="agi"
className="attribute-img"
main={`${hero.primary_attr === 'agi'}`}
/>
<div className="attribute-text">
{hero.base_agi} +{hero.agi_gain}
</div>
</div>
<div className="attributes">
<AttrIntelligent
id="int"
className="attribute-img"
main={`${hero.primary_attr === 'int'}`}
/>
<div className="attribute-text">
{hero.base_int} +{hero.int_gain}
</div>
</div>
</div>
</div>
</div>
<Trim />
<div className="stats">
<div className="stat">
<span>{`${strings.heading_move_speed}:`}</span>
<span className="dots" />
<span>{hero.move_speed}</span>
</div>
<div className="stat">
<span>{`${strings.heading_attack}:`}</span>
<span className="dots" />
<span>{`${hero.base_attack_min}-${hero.base_attack_max}`}</span>
</div>
<div className="stat">
<span>{`${strings.heading_base_armor}:`}</span>
<span className="dots" />
<span>{hero.base_armor}</span>
</div>
<div className="stat">
<span>{`${strings.heading_attack_range}:`}</span>
<span className="dots" />
<span>{hero.attack_range}</span>
</div>
</div>
</HeroToolTip>
</ReactTooltip>
</div>
)}
</HeroImageContainer>
</Styled>
);
}
}
const { string, oneOfType, bool, node, object, number, shape } = PropTypes;
TableHeroImage.propTypes = {
parsed: number,
image: string,
title: oneOfType([string, object]),
subtitle: oneOfType([string, node]),
registered: string,
subscriber: bool,
contributor: bool,
accountId: number,
playerSlot: number,
hideText: bool,
party: node,
confirmed: bool,
heroName: string,
showGuide: oneOfType([bool, number]),
guideUrl: string,
guideType: string,
randomed: bool,
repicked: string,
predictedVictory: bool,
leaverStatus: number,
strings: shape({}),
hero: shape({}),
heroID: number,
};
// If need party or estimated, just add new prop with default val = solo and change icons depending what needs
export const Mmr = ({ number, strings }) => (
<span>
<section data-hint={strings.th_solo_mmr} data-hint-position="bottom">
<SocialPerson />
</section>
{number || strings.general_unknown}
</span>
);
Mmr.propTypes = {
number: PropTypes.number,
strings: PropTypes.shape({}),
};
export const CompetitiveRank = ({ rankTier, strings }) => (
<span className="rank">
<section data-hint={strings.th_rank} data-hint-position="bottom">
<SocialPerson />
</section>
{rankTier}
</span>
);
CompetitiveRank.propTypes = {
rankTier: PropTypes.number,
strings: PropTypes.shape({}),
};
const mapStateToProps = (state) => ({
strings: state.app.strings,
});
export default connect(mapStateToProps)(TableHeroImage);
| odota/web/src/components/Visualizations/Table/HeroImage.jsx/0 | {
"file_path": "odota/web/src/components/Visualizations/Table/HeroImage.jsx",
"repo_id": "odota",
"token_count": 12236
} | 260 |
{
"yes": "ja",
"no": "nein",
"abbr_thousand": "k",
"abbr_million": "m",
"abbr_billion": "b",
"abbr_trillion": "t",
"abbr_quadrillion": "q",
"abbr_not_available": "N/A",
"abbr_pick": "P",
"abbr_win": "W",
"abbr_number": "No.",
"analysis_eff": "Lane-Effizienz",
"analysis_farm_drought": "Niedrigste GPM im 5 Minuten-Intervall",
"analysis_skillshot": "Skillshots getroffen",
"analysis_late_courier": "Kurier-Upgrade-Verzögerung",
"analysis_wards": "Wards platziert",
"analysis_roshan": "Roshans getötet",
"analysis_rune_control": "Aufgesammelte Runen",
"analysis_unused_item": "Nicht verwendete aktive Items",
"analysis_expected": "von",
"announce_dismiss": "Verwerfen",
"announce_github_more": "Öffne auf Github",
"api_meta_description": "Die OpenDota-API ermöglicht den Zugriff auf alle erweiterten Dota 2-Statistiken, die von der OpenDota-Plattform angeboten werden. Zugriff auf Leistungsdiagramme, Heatmaps, Stichwortwolke und mehr. Kostenlos starten!.",
"api_title": "Die 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": "Preis",
"api_details_price_free": "kostenlos",
"api_details_price_prem": "$price per $unit calls",
"api_details_key_required": "Schlüssel erforderlich?",
"api_details_key_required_free": "No",
"api_details_key_required_prem": "Ja -- erfordert Zahlungsmethode",
"api_details_call_limit": "Limit Abrufe",
"api_details_call_limit_free": "$limit im Monat",
"api_details_call_limit_prem": "Unbegrenzt",
"api_details_rate_limit": "Abruflimit",
"api_details_rate_limit_val": "$num calls per minute",
"api_details_support": "Support",
"api_details_support_free": "Unterstützung durch die Community über die Discord-Gruppe",
"api_details_support_prem": "Bevorzugter Support durch Hauptentwickler",
"api_get_key": "Schlüssel beziehen",
"api_docs": "Lese die Dokumentation",
"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": "Dein Schlüssel",
"api_header_table": "Get started for free. Keep going at a ridiculously low price.",
"app_name": "OpenDota",
"app_language": "Sprache",
"app_localization": "Lokalisation",
"app_description": "Open-Source Dota 2 Datenplattform",
"app_about": "Über",
"app_privacy_terms": "Datenschutzbedingungen",
"app_api_docs": "API-Dokumentation",
"app_blog": "Blog",
"app_translate": "Übersetzen",
"app_donate": "Spenden",
"app_gravitech": "Eine Gravitech LLC-Website",
"app_powered_by": "Unterstützt durch",
"app_donation_goal": "Monatliches Spenden Ziel",
"app_sponsorship": "Deine Patenschaft hilft dem Service kostenlos für alle zu bleiben.",
"app_twitter": "Auf Twitter folgen",
"app_github": "Quellcode auf GitHub",
"app_discord": "Chat bei Discord",
"app_steam_profile": "Steam-Profil",
"app_confirmed_as": "Bestätigt als",
"app_untracked": "Dieser Benutzer hat uns lange nicht besucht und Replays der neuen Spiele werden nicht mehr automatisch analysiert.",
"app_tracked": "Dieser Benutzer hat uns vor kurzem besucht und Replays von neuen Spiele werden automatisch analysiert.",
"app_cheese_bought": "Käse gekauft",
"app_contributor": "Dieser Benutzer hat an der Entwicklung des OpenDota-Projekts mitgewirkt.",
"app_dotacoach": "Frag einen Coach",
"app_pvgna": "Eine Anleitung finden",
"app_pvgna_alt": "Finden Sie eine Dota 2 Anleitung auf Pvgna",
"app_rivalry": "Bet on Pro Matches",
"app_rivalry_team": "Bet on {0} Matches",
"app_refresh": "Aktualisiere Match Verläufe: Fehlende Matches finden, die wegen Privatsphäre Einstellungen blockiert wurden",
"app_refresh_label": "Aktualisieren",
"app_login": "Login",
"app_logout": "Ausloggen",
"app_results": "Ergebnis(se)",
"app_report_bug": "Fehler melden",
"app_pro_players": "Professionelle Spieler",
"app_public_players": "Öffentliche Spieler",
"app_my_profile": "Mein Profil",
"barracks_value_1": "Dire Bot Nahkampf",
"barracks_value_2": "Dire Bot Fernkampf",
"barracks_value_4": "Dire Mid Nahkampf",
"barracks_value_8": "Dire Bot Fernkampf",
"barracks_value_16": "Dire Top Nahkampf",
"barracks_value_32": "Dire Top Fernkampf",
"barracks_value_64": "Radiant Bot Nahkampf",
"barracks_value_128": "Radiant Bot Fernkampf",
"barracks_value_256": "Radiant Mid Nahkampf",
"barracks_value_512": "Radiant Bot Fernkampf",
"barracks_value_1024": "Radiant Top Nahkampf",
"barracks_value_2048": "Radiant Top Fernkampf",
"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": "Nahkampf-Kaserne",
"building_range_rax": "Fernkampf-Kaserne",
"building_lasthit": "bekam den Last-Hit",
"building_damage": "erhaltener Schaden",
"building_hint": "Symbole auf der Karte haben tooltips",
"building_denied": "denied",
"building_ancient": "Ancient",
"CHAT_MESSAGE_TOWER_KILL": "Tower",
"CHAT_MESSAGE_BARRACKS_KILL": "Kasernen",
"CHAT_MESSAGE_ROSHAN_KILL": "Roshan",
"CHAT_MESSAGE_AEGIS": "Hat das Aegis aufgehoben",
"CHAT_MESSAGE_FIRSTBLOOD": "First Blood",
"CHAT_MESSAGE_TOWER_DENY": "Eigenen Turm zerstört",
"CHAT_MESSAGE_AEGIS_STOLEN": "Die Aegis gestohlen",
"CHAT_MESSAGE_DENIED_AEGIS": "Zerstört die Aegis",
"distributions_heading_ranks": "Rangstufenverteilung",
"distributions_heading_mmr": "Solo MMR-Verteilung",
"distributions_heading_country_mmr": "Durchschnittliche Solo MMR pro Land",
"distributions_tab_ranks": "Rangstufen",
"distributions_tab_mmr": "Solo MMR",
"distributions_tab_country_mmr": "Solo MMR per Land",
"distributions_warning_1": "Diese Daten sind auf Spieler limitiert, die ihren MMR auf ihrem Profil angezeigt haben und das Teilen von öffentlichen Matchdaten aktiviert haben.",
"distributions_warning_2": "Spieler müssen sich nicht anmelden, aber aufgrund der Opt-in-Art der gesammelten Daten sind die Durchschnittswerte wahrscheinlich höher als erwartet.",
"error": "Fehler",
"error_message": "Hoppla! Etwas ist schief gelaufen.",
"error_four_oh_four_message": "Die gewünschte Seite kann nicht gefunden werden.",
"explorer_title": "Data Explorer",
"explorer_subtitle": "Professionelle Dota 2 Statistiken",
"explorer_description": "Run advanced queries on professional matches (excludes amateur leagues)",
"explorer_schema": "Schema",
"explorer_results": "Ergebnisse",
"explorer_num_rows": "Zeile(n)",
"explorer_select": "Auswählen",
"explorer_group_by": "Gruppiere nach",
"explorer_hero": "Held",
"explorer_patch": "Patch",
"explorer_min_patch": "Min Patch",
"explorer_max_patch": "Max Patch",
"explorer_min_mmr": "Min MMR",
"explorer_max_mmr": "Max MMR",
"explorer_min_rank_tier": "Min Tier",
"explorer_max_rank_tier": "Max Tier",
"explorer_player": "Spieler",
"explorer_league": "League",
"explorer_player_purchased": "Spieler kaufte",
"explorer_duration": "Dauer",
"explorer_min_duration": "Min. Dauer",
"explorer_max_duration": "Max. Dauer",
"explorer_timing": "Timing",
"explorer_uses": "Uses",
"explorer_kill": "Kill Time",
"explorer_side": "Seite",
"explorer_toggle_sql": "SQL ein/aus",
"explorer_team": "Aktuelles Team",
"explorer_lane_role": "Lane",
"explorer_min_date": "Von",
"explorer_max_date": "Bis",
"explorer_hero_combos": "Hero Combos",
"explorer_hero_player": "Held-Spieler",
"explorer_player_player": "Spieler-Spieler",
"explorer_sql": "SQL",
"explorer_postgresql_function": "PostgreSQL-Funktion",
"explorer_table": "Tabelle",
"explorer_column": "Spalte",
"explorer_query_button": "Table",
"explorer_cancel_button": "Abbrechen",
"explorer_table_button": "Tabelle",
"explorer_api_button": "API",
"explorer_json_button": "JSON",
"explorer_csv_button": "CSV",
"explorer_donut_button": "Donut",
"explorer_bar_button": "Bar",
"explorer_timeseries_button": "Timeseries",
"explorer_chart_unavailable": "Chart not available, try adding a GROUP BY",
"explorer_value": "Wert",
"explorer_category": "Kategorie",
"explorer_region": "Region",
"explorer_picks_bans": "Picks/Bans",
"explorer_counter_picks_bans": "Counter Picks/Bans",
"explorer_organization": "Organisation",
"explorer_order": "Reihenfolge",
"explorer_asc": "Aufsteigend",
"explorer_desc": "Absteigend",
"explorer_tier": "Stufe",
"explorer_having": "At Least This Many Matches",
"explorer_limit": "Limit",
"explorer_match": "Spiel",
"explorer_is_ti_team": "Is TI{number} Team",
"explorer_mega_comeback": "Hat gegen Mega-Creeps gewonnen",
"explorer_max_gold_adv": "Max Gold Advantage",
"explorer_min_gold_adv": "Min Goldvorteil",
"farm_heroes": "Helden getötet",
"farm_creeps": "Lane Creeps getötet",
"farm_neutrals": "Neutrale Creeps getötet (einschließlich Ancients)",
"farm_ancients": "Ancient Creeps getötet",
"farm_towers": "Türme zerstört",
"farm_couriers": "Getötete Kuriere",
"farm_observers": "Getötete Observer",
"farm_sentries": "Getötete Sentries",
"farm_roshan": "Roshans getötet",
"farm_necronomicon": "Getötete Necronomicon Einheiten",
"filter_button_text_open": "Filter",
"filter_button_text_close": "Schließen",
"filter_hero_id": "Held",
"filter_is_radiant": "Seite",
"filter_win": "Ergebnis",
"filter_lane_role": "Lane",
"filter_patch": "Patch",
"filter_game_mode": "Spielmodus",
"filter_lobby_type": "Lobbytyp",
"filter_date": "Datum",
"filter_region": "Region",
"filter_with_hero_id": "Verbündete Helden",
"filter_against_hero_id": "Gegnerische Helden",
"filter_included_account_id": "Eingeschlossene Account-ID",
"filter_excluded_account_id": "Ausgeschlossene Account-ID",
"filter_significant": "Insignifikant",
"filter_significant_include": "Miteinbeziehen",
"filter_last_week": "Letzte Woche",
"filter_last_month": "Letzter Monat",
"filter_last_3_months": "Letzte 3 Monate",
"filter_last_6_months": "Letzte 6 Monate",
"filter_error": "Bitte wähle ein Element aus dem Dropdown",
"filter_party_size": "Gruppengröße",
"game_mode_0": "Unbekannt",
"game_mode_1": "All Pick",
"game_mode_2": "Captains Mode",
"game_mode_3": "Random Draft",
"game_mode_4": "Single Draft",
"game_mode_5": "All Random",
"game_mode_6": "Einführung",
"game_mode_7": "Diretide",
"game_mode_8": "Captains Mode umgekehrt",
"game_mode_9": "The Greeviling",
"game_mode_10": "Anleitung",
"game_mode_11": "Mid Only",
"game_mode_12": "Least Played",
"game_mode_13": "Limited Heroes",
"game_mode_14": "Kompendium",
"game_mode_15": "Benutzerdefiniert",
"game_mode_16": "Captains Draft",
"game_mode_17": "Balanced Draft",
"game_mode_18": "Ability Draft",
"game_mode_19": "Event",
"game_mode_20": "All Random Deathmatch",
"game_mode_21": "1v1 Solo Mid",
"game_mode_22": "All Draft",
"game_mode_23": "Turbo",
"game_mode_24": "Mutation",
"general_unknown": "Unbekannt",
"general_no_hero": "Kein Held",
"general_anonymous": "Anonym",
"general_radiant": "Radiant",
"general_dire": "Dire",
"general_standard_deviation": "Standardabweichung",
"general_matches": "Spiele",
"general_league": "Liga",
"general_randomed": "Hat zufällig gewählt",
"general_repicked": "Hat neu gewählt",
"general_predicted_victory": "Hat einen Sieg vorhergesagt",
"general_show": "Show",
"general_hide": "Hide",
"gold_reasons_0": "Sonstiges",
"gold_reasons_1": "Tod",
"gold_reasons_2": "Rückkäufe",
"NULL_gold_reasons_5": "Aufgabe",
"NULL_gold_reasons_6": "Verkaufen",
"gold_reasons_11": "Gebäude",
"gold_reasons_12": "Held",
"gold_reasons_13": "Creep",
"gold_reasons_14": "Roshan",
"NULL_gold_reasons_15": "Kurrier",
"header_request": "Anfrage",
"header_distributions": "Ränge",
"header_heroes": "Helden",
"header_blog": "Blog",
"header_ingame": "Ingame",
"header_matches": "Spiele",
"header_records": "Nutzerdatensätze",
"header_explorer": "Explorer",
"header_teams": "Teams",
"header_meta": "Meta",
"header_scenarios": "Szenarien",
"header_api": "API",
"heading_lhten": "Last Hits @ 10",
"heading_lhtwenty": "Last Hits @ 20",
"heading_lhthirty": "Last Hits @ 30",
"heading_lhforty": "Last Hits @ 40",
"heading_lhfifty": "Last Hits @ 50",
"heading_courier": "Kurrier",
"heading_roshan": "Roshan",
"heading_tower": "Tower",
"heading_barracks": "Kasernen",
"heading_shrine": "Shrine",
"heading_item_purchased": "Gekaufter Gegenstand",
"heading_ability_used": "Benutzte Fähigkeit",
"heading_item_used": "Benutzter Gegenstand",
"heading_damage_inflictor": "Damage Inflictor",
"heading_damage_inflictor_received": "Damage Inflictor Received",
"heading_damage_instances": "Damage Instances",
"heading_camps_stacked": "Gestackte camps",
"heading_matches": "Kürzliche Spiele",
"heading_heroes": "Gespielte Helden",
"heading_mmr": "MMR Historie",
"heading_peers": "Mitspieler",
"heading_pros": "Anzahl der Professionellen Spieler mit denen gespielt wurde",
"heading_rankings": "Helden-Rangliste",
"heading_all_matches": "In allen Spielen",
"heading_parsed_matches": "In analysierten Spielen",
"heading_records": "Nutzerdatensätze",
"heading_teamfights": "Teamkämpfe",
"heading_graph_difference": "Vorteil der Radiant",
"heading_graph_gold": "Gold",
"heading_graph_xp": "Erfahrung",
"heading_graph_lh": "Last Hits",
"heading_overview": "Übersicht",
"heading_ability_draft": "Gewählte Fähigkeiten",
"heading_buildings": "Gebäudekarte",
"heading_benchmarks": "Benchmark",
"heading_laning": "Laning",
"heading_overall": "Insgesamt",
"heading_kills": "Tötungen",
"heading_deaths": "Tode",
"heading_assists": "Vorlagen",
"heading_damage": "Schaden",
"heading_unit_kills": "Einheiten-Kills",
"heading_last_hits": "Last Hits",
"heading_gold_reasons": "Goldquellen",
"heading_xp_reasons": "Erfahrungsquellen",
"heading_performances": "Leistungen",
"heading_support": "Support",
"heading_purchase_log": "Kaufprotokoll",
"heading_casts": "Zauber",
"heading_objective_damage": "Schaden an Zielen",
"heading_runes": "Runen",
"heading_vision": "Sicht",
"heading_actions": "Aktionen",
"heading_analysis": "Analyse",
"heading_cosmetics": "HATS",
"heading_log": "Protokoll",
"heading_chat": "Chat",
"heading_story": "Geschichte",
"heading_fantasy": "Fantasy",
"heading_wardmap": "Karte der platzierten Wards",
"heading_wordcloud": "Wortwolke",
"heading_wordcloud_said": "Worte geschrieben (all chat)",
"heading_wordcloud_read": "Worte gelesen (all chat)",
"heading_kda": "KLA",
"heading_gold_per_min": "Gold pro Min",
"heading_xp_per_min": "Erfahrung pro Minute",
"heading_denies": "Denies",
"heading_lane_efficiency_pct": "EFF@10",
"heading_duration": "Dauer",
"heading_level": "Level",
"heading_hero_damage": "Schaden an Helden",
"heading_tower_damage": "Schaden an Türmen",
"heading_hero_healing": "Heilung an Helden",
"heading_tower_kills": "Getötete Türme",
"heading_stuns": "Betäubungen",
"heading_neutral_kills": "Neutrals getötet",
"heading_courier_kills": "Kuriere getötet",
"heading_purchase_tpscroll": "TPs gekauft",
"heading_purchase_ward_observer": "Observer gekauft",
"heading_purchase_ward_sentry": "Sentries gekauft",
"heading_purchase_gem": "Gems gekauft",
"heading_purchase_rapier": "Rapiers gekauft",
"heading_pings": "Karten Pings",
"heading_throw": "Throw",
"heading_comeback": "Comeback",
"heading_stomp": "Stomp",
"heading_loss": "Niederlage",
"heading_actions_per_min": "Actionen pro Minute",
"heading_leaver_status": "Leaver Status",
"heading_game_mode": "Spielmodus",
"heading_lobby_type": "Lobbytyp",
"heading_lane_role": "Lane-Rolle",
"heading_region": "Region",
"heading_patch": "Patch",
"heading_win_rate": "Win Rate",
"heading_is_radiant": "Seite",
"heading_avg_and_max": "Durchschnitt/Maxima",
"heading_total_matches": "Totale Spiele",
"heading_median": "Median",
"heading_distinct_heroes": "Unterschiedliche Helden",
"heading_team_elo_rankings": "Team-Elo-Rangliste",
"heading_ability_build": "Ability Build",
"heading_attack": "Base attack",
"heading_attack_range": "Attack range",
"heading_attack_speed": "Angriffsgeschwindigkeit",
"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": "Anzahl der Beine",
"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": "Öffentlich",
"hero_pro_heading": "Helden in professionellen Spielen",
"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": "Login",
"home_login_desc": "für automatisches Replay-Parsing",
"home_parse": "Anfrage",
"home_parse_desc": "eine bestimmtes Spiel",
"home_why": "",
"home_opensource_title": "Open Source",
"home_opensource_desc": "Der gesammte Projektcode ist Open Source und verfügbar für alle, die ihn modifizieren und verbessern wollen.",
"home_indepth_title": "Tiefgehende Daten",
"home_indepth_desc": "Das Parsen der Replay-Dateien bietet sehr detaillierte Matchdaten.",
"home_free_title": "Kostenlos",
"home_free_desc": "Die Server werden von Sponsoren finanziert und freiwillige Mitarbeiter helfen bei der Programmierung, sodass der Service ohne Kosten angeboten werden kann.",
"home_background_by": "Hintergrundbild von",
"home_sponsored_by": "Gesponsert von",
"home_become_sponsor": "Sponsor werden",
"items_name": "Name des Items",
"items_built": "Wieoft dieses Item hergestellt wurde",
"items_matches": "Anzahl der Spiele, wo dieses Element gebaut wurde",
"items_uses": "Wieoft dieses Item benutzt wurde",
"items_uses_per_match": "Durchschnittliche Anwendungsanzahl dieses Gegenstands in Spielen, in denen es gebaut wurde",
"items_timing": "Durschnittliche Zeit, an der dieses Item gebaut wurde",
"items_build_pct": "Prozentsatz der Matches in denen das Item gekauft wurde",
"items_win_pct": "Prozentsatz der Matches die gewonnen wurden, wo dieses Item gekauft wurde",
"lane_role_0": "Unbekannt",
"lane_role_1": "Safe",
"lane_role_2": "Mitte",
"lane_role_3": "Off",
"lane_role_4": "Jungel",
"lane_pos_1": "Bot",
"lane_pos_2": "Mitte",
"lane_pos_3": "Top",
"lane_pos_4": "Radiant Jungle",
"lane_pos_5": "Dire Jungle",
"leaver_status_0": "Keine",
"leaver_status_1": "Verließ sicher",
"leaver_status_2": "Verließ (DC)",
"leaver_status_3": "Verließ",
"leaver_status_4": "Verließ (AFK)",
"leaver_status_5": "Nie Verbunden",
"leaver_status_6": "Nie Verbunden (Time-out)",
"lobby_type_0": "Normal",
"lobby_type_1": "Übung",
"lobby_type_2": "Turnier",
"lobby_type_3": "Tutorial",
"lobby_type_4": "Ko-Op Bots",
"lobby_type_5": "Rangliste Team Spielsuche (Früher)",
"lobby_type_6": "Rangliste Solo Spielsuche (Früher)",
"lobby_type_7": "Rangliste",
"lobby_type_8": "1 gegen 1 Mitte",
"lobby_type_9": "Battle Cup",
"match_radiant_win": "Sieg der Radiant",
"match_dire_win": "Sieg der Dire",
"match_team_win": "Sieg",
"match_ended": "Beendet",
"match_id": "Spiel-ID",
"match_region": "Region",
"match_avg_mmr": "Durchschnittlicher MMR",
"match_button_parse": "Analysieren",
"match_button_reparse": "Erneut analysieren",
"match_button_replay": "Replay",
"match_button_video": "Bekomme das Video",
"match_first_tower": "Erster Turm",
"match_first_barracks": "Ersten barracks",
"match_pick": "Auswahl",
"match_ban": "Ban",
"matches_highest_mmr": "Top Public",
"matches_lowest_mmr": "Niedrige 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_#": "Keiler",
"npc_dota_lesser_eidolon": "Niederer Eidolon",
"npc_dota_eidolon": "Eidolon",
"npc_dota_greater_eidolon": "Großer Eidolon",
"npc_dota_dire_eidolon": "Dire Eidolon",
"npc_dota_invoker_forged_spirit": "Forged Spirit",
"npc_dota_furion_treant_large": "Größerer Treant",
"npc_dota_beastmaster_hawk_#": "Falke",
"npc_dota_lycan_wolf#": "Lycan-Wolf",
"npc_dota_neutral_mud_golem_split_doom": "Doom Shard",
"npc_dota_broodmother_spiderling": "Spiderling",
"npc_dota_broodmother_spiderite": "Spiderite",
"npc_dota_furion_treant": "Treant",
"npc_dota_unit_undying_zombie": "Undying-Zombie",
"npc_dota_unit_undying_zombie_torso": "Undying Zombie",
"npc_dota_brewmaster_earth_#": "Erd Brewling",
"npc_dota_brewmaster_fire_#": "Feuer Brewling",
"npc_dota_lone_druid_bear#": "Spirit Bär",
"npc_dota_brewmaster_storm_#": "Sturm Brewling",
"npc_dota_visage_familiar#": "Familliar",
"npc_dota_warlock_golem_#": "Warlock Golem",
"npc_dota_warlock_golem_scepter_#": "Warlock Golem",
"npc_dota_witch_doctor_death_ward": "Death Ward",
"npc_dota_tusk_frozen_sigil#": "Frozen Sigil",
"npc_dota_juggernaut_healing_ward": "Healing Ward",
"npc_dota_techies_land_mine": "Proximity Mine",
"npc_dota_shadow_shaman_ward_#": "Mass Serpent Wards",
"npc_dota_pugna_nether_ward_#": "Nether Ward",
"npc_dota_venomancer_plague_ward_#": "Plague Ward",
"npc_dota_rattletrap_cog": "Power Cog",
"npc_dota_templar_assassin_psionic_trap": "Psionic Trap",
"npc_dota_techies_remote_mine": "Remote Mine",
"npc_dota_techies_stasis_trap": "Stasis Trap",
"npc_dota_phoenix_sun": "Supernova",
"npc_dota_unit_tombstone#": "Tombstone",
"npc_dota_treant_eyes": "Eyes in the Forest",
"npc_dota_gyrocopter_homing_missile": "Homing Missile",
"npc_dota_weaver_swarm": "The Swarm",
"objective_tower1_top": "T1",
"objective_tower1_mid": "M1",
"objective_tower1_bot": "B1",
"objective_tower2_top": "T2",
"objective_tower2_mid": "M2",
"objective_tower2_bot": "B2",
"objective_tower3_top": "T3",
"objective_tower3_mid": "M3",
"objective_tower3_bot": "B3",
"objective_rax_top": "RaxT",
"objective_rax_mid": "RaxM",
"objective_rax_bot": "RaxB",
"objective_tower4": "T4",
"objective_fort": "Anc",
"objective_shrine": "Shr",
"objective_roshan": "Rosh",
"tooltip_objective_tower1_top": "Schaden zugefügt, top Tier 1 Turm",
"tooltip_objective_tower1_mid": "Schaden zugefügt, mittlerer Tier 1 Turm",
"tooltip_objective_tower1_bot": "Schaden zugefügt, bot Tier 1 Turm",
"tooltip_objective_tower2_top": "Schaden zugefügt, top Tier 2 Turm",
"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": "Erste",
"pagination_last": "Letzter",
"pagination_of": "von",
"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": "Parsing anfragen",
"request_match_id": "Match-ID",
"request_invalid_match_id": "Ungültige Spiel-ID",
"request_error": "Fehler beim Abrufen der Match-Daten",
"request_submit": "Absenden",
"roaming": "Roamend",
"rune_0": "Doppelter Schaden",
"rune_1": "Hast",
"rune_2": "Illusion",
"rune_3": "Unsichtbarkeit",
"rune_4": "Regeneration",
"rune_5": "Kopfgeld",
"rune_6": "Arkane",
"rune_7": "Wasser",
"search_title": "Suche nach Spielername, Spiele-ID...",
"skill_0": "Unbekannter Skill",
"skill_1": "Normaler Skill",
"skill_2": "Hoher Skill",
"skill_3": "Sehr Hoher Skill",
"story_invalid_template": "(ungültige Vorlage)",
"story_error": "Es ist ein Fehler bei der Erstellung der Story für dieses Match aufgetreten",
"story_intro": "zwei Teams beschlossen, am {date} {game_mode_article} {game_mode} Spiel Dota 2 in {region} zu spielen. Sie ahnten kaum, dass das Spiel {duration_in_words} dauern würde",
"story_invalid_hero": "Unbekannter Held",
"story_fullstop": ".",
"story_list_2": "{1} und {2}",
"story_list_3": "{1}, {2} und {3}",
"story_list_n": "{i}, {rest}",
"story_firstblood": "erstes Blut wude vergossen, als {victim} von {killer} um {time} getötet wurde",
"story_chatmessage": "\"{message}\", {said_verb} {player}",
"story_teamfight": "{winning_team} gewann einen Teamkampf durch den Handel mit {win_dead} für {lose_dead}, wodurch sich das Vermögen um {net_change} erhöhte",
"story_teamfight_none_dead": "{winning_team} gewann einen Teamkampf, indem sie {lose_dead} töteten, wodurch sich das Vermögen um {net_change} erhöhte",
"story_teamfight_none_dead_loss": "Irgendwie gewann {winning_team} einen Teamfight ohne jemanden zu töten, jedoch {win_dead} verloren, was zu einem Vermögensanstieg von {net_change} führte",
"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} der Tower von {team}",
"story_barracks": "{team}'s {lane} {rax_type}",
"story_barracks_both": "Beide {lane} Barracks von {team}",
"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": "Übersicht",
"tab_matches": "Spiele",
"tab_heroes": "Helden",
"tab_peers": "Mitspieler",
"tab_pros": "Professionelle Spieler",
"tab_activity": "Aktivität",
"tab_records": "Nutzerdatensätze",
"tab_totals": "Totals",
"tab_counts": "Spiel-Statistiken",
"tab_histograms": "Histogramm",
"tab_trends": "Trends",
"tab_items": "Gegenstände",
"tab_wardmap": "Wardkarte",
"tab_wordcloud": "Wordcloud",
"tab_mmr": "MMR",
"tab_rankings": "Rankings",
"tab_drafts": "Draft",
"tab_benchmarks": "Benchmark",
"tab_performances": "Leistungen",
"tab_damage": "Schaden",
"tab_purchases": "Purchases",
"tab_farm": "Farm",
"tab_combat": "Kampf",
"tab_graphs": "Graphen",
"tab_casts": "Zauber",
"tab_vision": "Sicht",
"tab_objectives": "Ziele",
"tab_teamfights": "Teamkämpfe",
"tab_actions": "Aktionen",
"tab_analysis": "Analyse",
"tab_cosmetics": "HATS",
"tab_log": "Protokoll",
"tab_chat": "Chat",
"tab_story": "Story",
"tab_fantasy": "Fantasy",
"tab_laning": "Laning",
"tab_recent": "Recent",
"tab_matchups": "Matchups",
"tab_durations": "Durations",
"tab_players": "Players",
"placeholder_filter_heroes": "Helden Filtern",
"td_win": "Won Match",
"td_loss": "Lost Match",
"td_no_result": "Kein Ergebnis",
"th_hero_id": "Held",
"th_match_id": "ID",
"th_account_id": "Account ID",
"th_result": "Ergebnis",
"th_skill": "Niveau",
"th_duration": "Dauer",
"th_games": "MP",
"th_games_played": "Games",
"th_win": "% gewonnen",
"th_advantage": "Advantage",
"th_with_games": "Mit",
"th_with_win": "% Gewonnen mit",
"th_against_games": "Gegen",
"th_against_win": "% Gewonnen gegen",
"th_gpm_with": "GPM mit",
"th_xpm_with": "XPM mit",
"th_avatar": "Spieler",
"th_last_played": "Letzter",
"th_record": "Rekord",
"th_title": "Titel",
"th_category": "Kategorie",
"th_matches": "Spiele",
"th_percentile": "Perzentil",
"th_rank": "Rang",
"th_items": "Gegenstände",
"th_stacked": "Stacked",
"th_multikill": "Multikill",
"th_killstreak": "Killstreak",
"th_stuns": "Betäubungen",
"th_dead": "Tot",
"th_buybacks": "Buybacks",
"th_biggest_hit": "Schwerster Treffer",
"th_lane": "Lane",
"th_map": "Karte",
"th_lane_efficiency": "EFF@10",
"th_lhten": "LH@10",
"th_dnten": "DN@10",
"th_tpscroll": "TP",
"th_ward_observer": "Observer",
"th_ward_sentry": "Sentry",
"th_smoke_of_deceit": "Smoke",
"th_dust": "Dust",
"th_gem": "Gem",
"th_time": "Zeit",
"th_message": "Nachricht",
"th_heroes": "Helden",
"th_creeps": "Creeps",
"th_neutrals": "Neutrals",
"th_ancients": "Ancients",
"th_towers": "Türme",
"th_couriers": "Kurriere",
"th_roshan": "Roshan",
"th_necronomicon": "Necronomicon",
"th_other": "Sonstiges",
"th_cosmetics": "HATS",
"th_damage_received": "Erhalten",
"th_damage_dealt": "Ausgeteilt",
"th_players": "Spieler",
"th_analysis": "Analyse",
"th_death": "Tod",
"th_damage": "Schaden",
"th_healing": "Heilung",
"th_gold": "G",
"th_xp": "EP",
"th_abilities": "Fähigkeiten",
"th_target_abilities": "Ability Targets",
"th_mmr": "MMR",
"th_level": "LVL",
"th_kills": "K",
"th_kills_per_min": "KPM",
"th_deaths": "T",
"th_assists": "A",
"th_last_hits": "LH",
"th_last_hits_per_min": "LHM",
"th_denies": "DN",
"th_gold_per_min": "GPM",
"th_xp_per_min": "XPM",
"th_stuns_per_min": "SPM",
"th_hero_damage": "HS",
"th_hero_damage_per_min": "HSM",
"th_hero_healing": "HH",
"th_hero_healing_per_min": "HHM",
"th_tower_damage": "TS",
"th_tower_damage_per_min": "TSM",
"th_kda": "KLA",
"th_actions_per_min": "APM",
"th_pings": "PNG (M)",
"th_DOTA_UNIT_ORDER_MOVE_TO_POSITION": "MV (P)",
"th_DOTA_UNIT_ORDER_MOVE_TO_TARGET": "MV (Z)",
"th_DOTA_UNIT_ORDER_ATTACK_TARGET": "ATK (Z)",
"th_DOTA_UNIT_ORDER_ATTACK_MOVE": "ATK (P)",
"th_DOTA_UNIT_ORDER_CAST_POSITION": "CST (P)",
"th_DOTA_UNIT_ORDER_CAST_TARGET": "CST (T)",
"th_DOTA_UNIT_ORDER_CAST_NO_TARGET": "CST (N)",
"th_DOTA_UNIT_ORDER_HOLD_POSITION": "HLD",
"th_DOTA_UNIT_ORDER_GLYPH": "GLYPH",
"th_DOTA_UNIT_ORDER_RADAR": "SCANS",
"th_ability_builds": "FB",
"th_purchase_shorthand": "KAU",
"th_use_shorthand": "BEN",
"th_duration_shorthand": "DUR",
"th_country": "Land",
"th_count": "Anzahl",
"th_sum": "Sum",
"th_average": "Durchschnitt",
"th_name": "Name",
"th_team_name": "Teamname",
"th_score": "Punktzahl",
"th_casts": "Zauber",
"th_hits": "Treffer",
"th_wins": "Siege",
"th_losses": "Niederlagen",
"th_winrate": "Gewinnquote",
"th_solo_mmr": "Solo MMR",
"th_party_mmr": "Gruppen MMR",
"th_estimated_mmr": "Geschätzte MMR",
"th_permanent_buffs": "Buffs",
"th_winner": "Sieger",
"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 verwendet",
"th_glyphs_used": "Glyphen verwendet",
"th_legs": "Legs",
"th_fantasy_points": "Fantasy Pts",
"th_rating": "Rating",
"th_teamfight_participation": "Beteiligung",
"th_firstblood_claimed": "First Blood",
"th_observers_placed": "Beobachter",
"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": "Typ",
"ward_log_owner": "Besitzer\t",
"ward_log_entered_at": "Platziert",
"ward_log_left_at": "Verließ",
"ward_log_duration": "Lebenslänge",
"ward_log_killed_by": "Getötet durch",
"log_detail": "Detail",
"log_heroes": "Specify Heroes",
"tier_professional": "Professional",
"tier_premium": "Premium",
"time_past": "{0} ago",
"time_just_now": "gerade eben",
"time_s": "eine Sekunde",
"time_abbr_s": "{0}s",
"time_ss": "{0} seconds",
"time_abbr_ss": "{0}s",
"time_m": "eine Minute",
"time_abbr_m": "{0}m",
"time_mm": "{0} minutes",
"time_abbr_mm": "{0}m",
"time_h": "eine Stunde",
"time_abbr_h": "{0}h",
"time_hh": "{0} hours",
"time_abbr_hh": "{0}h",
"time_d": "ein Tag",
"time_abbr_d": "{0}d",
"time_dd": "{0} days",
"time_abbr_dd": "{0}d",
"time_M": "ein Monat",
"time_abbr_M": "{0}mo",
"time_MM": "{0} months",
"time_abbr_MM": "{0}mo",
"time_y": "ein Jahr",
"time_abbr_y": "{0}y",
"time_yy": "{0} years",
"time_abbr_yy": "{0}y",
"timeline_firstblood": "zog erstes Blut",
"timeline_firstblood_key": "zog erstes Blut durch die Tötung von",
"timeline_aegis_picked_up": "abgeholt",
"timeline_aegis_snatched": "stiel",
"timeline_aegis_denied": "denied",
"timeline_teamfight_deaths": "Tode",
"timeline_teamfight_gold_delta": "gold delta",
"title_default": "OpenDota - Dota 2 Statistiken",
"title_template": "%s - OpenDota - Dota 2 Statistiken",
"title_matches": "Matches",
"title_request": "Parsing anfragen",
"title_search": "Suche",
"title_status": "Status",
"title_explorer": "Data Explorer",
"title_meta": "Meta",
"title_records": "Nutzerdatensätze",
"title_api": "The Opendota API: Advanced Dota 2 stats for your app",
"tooltip_mmr": "Solo MMR des Spielers",
"tooltip_abilitydraft": "Ability Drafted",
"tooltip_level": "Erreichtes Level je Held",
"tooltip_kills": "Anzahl Kills je Held",
"tooltip_deaths": "Anzahl Tode je Held",
"tooltip_assists": "Anzahl Assists je Held",
"tooltip_last_hits": "Anzahl Last Hits je Held",
"tooltip_denies": "Anzahl Denies",
"tooltip_gold": "Insgesamt verdientes Gold",
"tooltip_gold_per_min": "Verdientes Gold pro Minute",
"tooltip_xp_per_min": "Erhaltene Erfahrung pro Minute",
"tooltip_stuns_per_min": "Seconds of hero stuns per minute",
"tooltip_last_hits_per_min": "Last Hits pro Minute",
"tooltip_kills_per_min": "Kills pro Minute",
"tooltip_hero_damage_per_min": "Schaden an Helden pro Minute",
"tooltip_hero_healing_per_min": "Heliung von Helden pro Minute",
"tooltip_tower_damage_per_min": "Schaden an Türmen pro Minute",
"tooltip_actions_per_min": "Durchgeführte Aktionen des Spielers pro Minute",
"tooltip_hero_damage": "Ausgeteilter Schaden an Helden",
"tooltip_tower_damage": "Ausgeteilter Schaden an Türmen",
"tooltip_hero_healing": "Anzahl an geheilten HP bei Helden",
"tooltip_duration": "Länge des Matches",
"tooltip_first_blood_time": "Zeitpunkt des First Blood",
"tooltip_kda": "(Kills + Assists) / (Tode + 1)",
"tooltip_stuns": "Entkräftete Helden in Sekunden",
"tooltip_dead": "Zeit tot verbracht",
"tooltip_buybacks": "Anzahl der Buybacks",
"tooltip_camps_stacked": "Gestackte camps",
"tooltip_tower_kills": "Anzahl an zerstörten Türmen",
"tooltip_neutral_kills": "Anzahl an besiegten neutral creeps",
"tooltip_courier_kills": "Anzahl an getötetn Kurrieren",
"tooltip_purchase_tpscroll": "Teleportationsschriftrollen Käufe",
"tooltip_purchase_ward_observer": "Observer wards Käufe",
"tooltip_purchase_ward_sentry": "Sentry wards Käufe",
"tooltip_purchase_smoke_of_deceit": "Smoke of Deceit Käufe",
"tooltip_purchase_dust": "Dust of Appearance Käufe",
"tooltip_purchase_gem": "Gem of True Sight Käufe",
"tooltip_purchase_rapier": "Divine Rapier Käufe",
"tooltip_purchase_buyback": "Buyback Käufe",
"tooltip_duration_observer": "Average lifespan of Observer Wards",
"tooltip_duration_sentry": "Average lifespan of Sentry Wards",
"tooltip_used_ward_observer": "Anzahl an plazierten Observer Wards während des Spiels",
"tooltip_used_ward_sentry": "Anzahl an plazierten Sentry Wards während des Spiels",
"tooltip_used_dust": "Wie oft Dust of Appearance während des Spiels eingesetzt wurde",
"tooltip_used_smoke_of_deceit": "Wie oft Smoke of Deceit während des Spiels eingesetzt wurde",
"tooltip_parsed": "Die Aufzeichnung wurde auf erweiterte Daten analysiert",
"tooltip_unparsed": "Die Aufzeichnung dieses Spiels wurde noch nicht analysiert. Es könnten Daten fehlen.",
"tooltip_hero_id": "The hero played",
"tooltip_result": "Ob der Spieler verloren, oder gewonnen hat",
"tooltip_match_id": "Die ID des Matches",
"tooltip_game_mode": "Der Spielmodus des Matches",
"tooltip_skill": "Ungefähre MMR Grenzen der Skillbereiche liegen bei 0, 3200 und 3700",
"tooltip_ended": "Der Zeitpunkt an dem das Spiel endete",
"tooltip_pick_order": "Reihenfolge in der der Spieler auswählte",
"tooltip_throw": "Maximaler Goldvorteil in einem verlorenem Spiel",
"tooltip_comeback": "Maximaler Goldnachteil in einem gewonnenem Spiel",
"tooltip_stomp": "Maximaler Goldvorteil in einem gewonnenem Spiel",
"tooltip_loss": "Maximaler Goldnachteil in einem verlorenem Spiel",
"tooltip_items": "Gekaufte Gegenstände",
"tooltip_permanent_buffs": "Permanent buffs such as Flesh Heap stacks or Tomes of Knowledge used",
"tooltip_lane": "Lane, basierend auf Early Game Position",
"tooltip_map": "Heatmap der Early Game Position des Spielers",
"tooltip_lane_efficiency": "Prozentsatz des erhaltenen Lane Gold (Creeps+Passiv+Start) nach 10 Minuten",
"tooltip_lane_efficiency_pct": "Prozentsatz des erhaltenen Lane Gold (Creeps+Passiv+Start) nach 10 Minuten",
"tooltip_pings": "Anzahl der Pings des Spielers auf der Karte",
"tooltip_DOTA_UNIT_ORDER_MOVE_TO_POSITION": "Anzahl der Male, die sich der Spieler an eine Position bewegt hat",
"tooltip_DOTA_UNIT_ORDER_MOVE_TO_TARGET": "Anzahl der Male, die sich der Spieler zu einem Ziel bewegt hat",
"tooltip_DOTA_UNIT_ORDER_ATTACK_MOVE": "Anzahl der Male, die ein Spieler eine Position attackiert hat (Angriffs Bewegung)",
"tooltip_DOTA_UNIT_ORDER_ATTACK_TARGET": "Anzahl der Male, die der Spieler ein Ziel angegriffen hat",
"tooltip_DOTA_UNIT_ORDER_CAST_POSITION": "Anzahl der Male, die der Spieler an einer Position gecastet hat",
"tooltip_DOTA_UNIT_ORDER_CAST_TARGET": "Anzahl der Male, die der Spieler auf ein Ziel gecastet hat",
"tooltip_DOTA_UNIT_ORDER_CAST_NO_TARGET": "Anzahl der Male, die der Spieler auf kein Ziel gecastet hat",
"tooltip_DOTA_UNIT_ORDER_HOLD_POSITION": "Anzahl der Male, die sich der Spieler eine Position gehalten hat",
"tooltip_DOTA_UNIT_ORDER_GLYPH": "Anzahl der Male, die ein Spieler die Glyphe benutzt hat",
"tooltip_DOTA_UNIT_ORDER_RADAR": "Anzahl der Male, die ein Spieler den Scan benutzt hat",
"tooltip_last_played": "Das letzte Mal das ein Spiel mit diesem Helden/Spieler gespielt wurde",
"tooltip_matches": "Spiele mit/gegen diesen Spieler",
"tooltip_played_as": "Anzahl der gespielten Spiele als dieser Held",
"tooltip_played_with": "Anzahl der Spiele mit diesem Spieler/Helden im Team",
"tooltip_played_against": "Anzahl der Spiele mit diesem Spieler/Helden im gegnerischen Team",
"tooltip_tombstone_victim": "Hier liegt",
"tooltip_tombstone_killer": "getötet durch",
"tooltip_win_pct_as": "Siegquote als dieser Held",
"tooltip_win_pct_with": "Siegquote mit diesem Spieler/Helden",
"tooltip_win_pct_against": "Siegquote gegen diesen Spieler/Helden",
"tooltip_lhten": "Last Hits nach 10 Minuten",
"tooltip_dnten": "Denies nach 10 Minuten",
"tooltip_biggest_hit": "Schwerster Treffer auf einen Helden",
"tooltip_damage_dealt": "Erteilten Schaden gegen Helden durch Items/Fähigkeiten",
"tooltip_damage_received": "Erhaltenen Schaden von Helden durch Items/Fähigkeiten",
"tooltip_registered_user": "Registrierter Benutzer",
"tooltip_ability_builds": "Fähigkeiten-Builds",
"tooltip_ability_builds_expired": "Fähigkeit Upgrade Daten für dieses Spiel sind abgelaufen. Nutze das Anfrageformular, um die Daten erneut zu laden.",
"tooltip_multikill": "Längster Multi-kill",
"tooltip_killstreak": "Längster Killstreak",
"tooltip_casts": "Wieoft diese/s Fähigkeit/Item gecastet wurde",
"tooltip_target_abilities": "How many times each hero was targeted by this hero's abilities",
"tooltip_hits": "Anzahl der Schadens Instanzen gegen Helden durch diese/s Fähigkeit/Item",
"tooltip_damage": "Höhe des Schadens gegen Helden durch diese/s Fähigkeit/Item",
"tooltip_autoattack_other": "Auto-Angriff / Sonstiges",
"tooltip_estimated_mmr": "MMR-Schätzung anhand der durchschnittlichen sichtbaren MMR der letzten Spiele von diesem Benutzer",
"tooltip_backpack": "Rucksack",
"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": "Histogramme",
"histograms_description": "Prozentzahlen zeigen die Winrates für den markierten 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": "Trends",
"trends_description": "Kumulierter Durchschnitt über die letzten 500 Spiele",
"trends_tooltip_average": "Durchschn.",
"trends_no_data": "Sorry, es gibt keine Daten für diesen Graphen",
"xp_reasons_0": "Sonstiges",
"xp_reasons_1": "Held",
"xp_reasons_2": "Creep",
"xp_reasons_3": "Roshan",
"rankings_description": "",
"rankings_none": "This player is not ranked on any heroes.",
"region_0": "Automatisch",
"region_1": "US-Westküste",
"region_2": "US-Ostküste",
"region_3": "Luxemburg",
"region_5": "Singapur",
"region_6": "Dubai",
"region_7": "Australien",
"region_8": "Stockholm",
"region_9": "Österreich",
"region_10": "Brasilien",
"region_11": "Südafrika",
"region_12": "China TC Shanghai",
"region_13": "China UC",
"region_14": "Chile",
"region_15": "Peru",
"region_16": "Indien",
"region_17": "China TC Guangdong",
"region_18": "China TC Zhejiang",
"region_19": "Japan",
"region_20": "China TC Wuhan",
"region_25": "China UC 2",
"vision_expired": "Läuft ab nachdem",
"vision_destroyed": "Zerstört nachdem",
"vision_all_time": "Die ganze Zeit",
"vision_placed_observer": "plazierte Observers auf",
"vision_placed_sentry": "plazierte Sentries auf",
"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": "Alles",
"chat_filter_allies": "Verbündete",
"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": "Verbrauchsgegenstände zeigen",
"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/de-DE.json/0 | {
"file_path": "odota/web/src/lang/de-DE.json",
"repo_id": "odota",
"token_count": 20181
} | 261 |
import { combineReducers } from 'redux';
import reducer from './reducer';
import request from './request';
import form from './form';
export default combineReducers({
player: reducer('player'),
playerWinLoss: reducer('playerWinLoss'),
playerMatches: reducer('playerMatches'),
playerHeroes: reducer('playerHeroes'),
playerPros: reducer('playerPros'),
playerRankings: reducer('playerRankings'),
playerHistograms: reducer('playerHistograms'),
playerPeers: reducer('playerPeers'),
playerCounts: reducer('playerCounts'),
playerRecords: reducer('playerRecords'),
playerMmr: reducer('playerMmr'),
playerItems: reducer('playerItems'),
playerWardmap: reducer('playerWardmap'),
playerWordcloud: reducer('playerWordcloud'),
playerTrends: reducer('playerTrends'),
playerRecentMatches: reducer('playerRecentMatches'),
playerTotals: reducer('playerTotals'),
metadata: reducer('metadata'),
match: reducer('match'),
heroRanking: reducer('heroRanking'),
heroBenchmark: reducer('heroBenchmark'),
heroRecentGames: reducer('heroRecentGames'),
heroMatchups: reducer('heroMatchups'),
heroDurations: reducer('heroDurations'),
heroPlayers: reducer('heroPlayers'),
heroItemSuggestions: reducer('heroItemSuggestions'),
search: reducer('search'),
distributions: reducer('distributions'),
proPlayers: reducer('proPlayers'),
proMatches: reducer('proMatches'),
publicMatches: reducer('publicMatches'),
heroStats: reducer('heroStats'),
leagues: reducer('leagues'),
teams: reducer('teams'),
team: reducer('team'),
teamHeroes: reducer('teamHeroes'),
teamMatches: reducer('teamMatches'),
teamPlayers: reducer('teamPlayers'),
records: reducer('records'),
ghPulls: reducer('ghPulls'),
strings: (state = {}, action) => ((action && action.type === 'strings') ? action.payload : state),
form,
request,
scenariosItemTimings: reducer('scenariosItemTimings'),
scenariosLaneRoles: reducer('scenariosLaneRoles'),
scenariosMisc: reducer('scenariosMisc'),
});
| odota/web/src/reducers/index.js/0 | {
"file_path": "odota/web/src/reducers/index.js",
"repo_id": "odota",
"token_count": 624
} | 262 |
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"match_id": 4080856812,
"barracks_status_dire": 63,
"barracks_status_radiant": 3,
"chat": [
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"time": -84,
"type": "chatwheel",
"key": "97006",
"slot": 8,
"player_slot": 131
},
{
"time": -83,
"type": "chat",
"unit": "kara",
"key": "glhf",
"slot": 2,
"player_slot": 2
},
{
"time": -81,
"type": "chat",
"unit": "gtrphgthgmrt",
"key": "hf",
"slot": 8,
"player_slot": 131
},
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"time": -79,
"type": "chatwheel",
"key": "97002",
"slot": 8,
"player_slot": 131
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},
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"type": "chatwheel",
"key": "97002",
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"player_slot": 131
},
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"time": -76,
"type": "chatwheel",
"key": "156",
"slot": 5,
"player_slot": 128
},
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"type": "chatwheel",
"key": "123",
"slot": 5,
"player_slot": 128
},
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"type": "chatwheel",
"key": "86002",
"slot": 7,
"player_slot": 130
},
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"type": "chatwheel",
"key": "123",
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"player_slot": 131
},
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"time": 483,
"type": "chatwheel",
"key": "54",
"slot": 7,
"player_slot": 130
},
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"time": 598,
"type": "chatwheel",
"key": "63",
"slot": 7,
"player_slot": 130
},
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"type": "chatwheel",
"key": "63",
"slot": 7,
"player_slot": 130
},
{
"time": 1022,
"type": "chatwheel",
"key": "155",
"slot": 7,
"player_slot": 130
},
{
"time": 1024,
"type": "chatwheel",
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"player_slot": 128
},
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"time": 1024,
"type": "chatwheel",
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},
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"type": "chatwheel",
"key": "156",
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"type": "chatwheel",
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"type": "chatwheel",
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"type": "chatwheel",
"key": "123",
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"player_slot": 128
},
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"time": 1517,
"type": "chatwheel",
"key": "7",
"slot": 9,
"player_slot": 132
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"type": "chatwheel",
"key": "136",
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"player_slot": 129
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"type": "chatwheel",
"key": "156",
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"time": 2011,
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{
"time": 2013,
"type": "chatwheel",
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"player_slot": 132
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"time": 2013,
"type": "chatwheel",
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},
{
"time": 2014,
"type": "chatwheel",
"key": "156",
"slot": 5,
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},
{
"time": 2177,
"type": "chatwheel",
"key": "123",
"slot": 6,
"player_slot": 129
},
{
"time": 2178,
"type": "chatwheel",
"key": "123",
"slot": 6,
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},
{
"time": 2186,
"type": "chat",
"unit": "Chalice",
"key": "gg",
"slot": 4,
"player_slot": 4
},
{
"time": 2187,
"type": "chat",
"unit": "kara",
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"player_slot": 2
}
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"cosmetics": {
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},
"dire_score": 35,
"dire_team_id": 2586976,
"draft_timings": [
{
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"pick": false,
"active_team": 2,
"hero_id": 67,
"player_slot": null,
"extra_time": 130,
"total_time_taken": 30
},
{
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"pick": false,
"active_team": 3,
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},
{
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"pick": false,
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},
{
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"pick": false,
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},
{
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"pick": false,
"active_team": 2,
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"total_time_taken": 37
},
{
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"pick": false,
"active_team": 3,
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"total_time_taken": 30
},
{
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"pick": true,
"active_team": 2,
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"total_time_taken": 7
},
{
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"pick": true,
"active_team": 3,
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"total_time_taken": 40
},
{
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"pick": true,
"active_team": 3,
"hero_id": 86,
"player_slot": 7,
"extra_time": 128,
"total_time_taken": 53
},
{
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"pick": true,
"active_team": 2,
"hero_id": 109,
"player_slot": 0,
"extra_time": 96,
"total_time_taken": 67
},
{
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"pick": false,
"active_team": 2,
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"player_slot": null,
"extra_time": 103,
"total_time_taken": 5
},
{
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"pick": false,
"active_team": 3,
"hero_id": 17,
"player_slot": null,
"extra_time": 96,
"total_time_taken": 60
},
{
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"pick": false,
"active_team": 2,
"hero_id": 113,
"player_slot": null,
"extra_time": 78,
"total_time_taken": 8
},
{
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"pick": false,
"active_team": 3,
"hero_id": 73,
"player_slot": null,
"extra_time": 26,
"total_time_taken": 87
},
{
"order": 15,
"pick": true,
"active_team": 3,
"hero_id": 97,
"player_slot": 8,
"extra_time": 96,
"total_time_taken": 6
},
{
"order": 16,
"pick": true,
"active_team": 2,
"hero_id": 75,
"player_slot": 2,
"extra_time": 26,
"total_time_taken": 16
},
{
"order": 17,
"pick": true,
"active_team": 3,
"hero_id": 106,
"player_slot": 6,
"extra_time": 96,
"total_time_taken": 50
},
{
"order": 18,
"pick": true,
"active_team": 2,
"hero_id": 23,
"player_slot": 1,
"extra_time": 10,
"total_time_taken": 30
},
{
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"pick": false,
"active_team": 3,
"hero_id": 36,
"player_slot": null,
"extra_time": 96,
"total_time_taken": 24
},
{
"order": 20,
"pick": false,
"active_team": 2,
"hero_id": 114,
"player_slot": null,
"extra_time": 91,
"total_time_taken": 40
},
{
"order": 21,
"pick": true,
"active_team": 2,
"hero_id": 65,
"player_slot": 4,
"extra_time": 10,
"total_time_taken": 56
},
{
"order": 22,
"pick": true,
"active_team": 3,
"hero_id": 22,
"player_slot": 9,
"extra_time": 3,
"total_time_taken": 42
}
],
"duration": 2188,
"engine": 1,
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"hero_id": "120",
"score": "1574"
},
{
"match_id": "4105812215",
"start_time": "1536363321",
"hero_id": "94",
"score": "1570"
},
{
"match_id": "4107969037",
"start_time": "1536460023",
"hero_id": "54",
"score": "1568"
},
{
"match_id": "4101635022",
"start_time": "1536155971",
"hero_id": "83",
"score": "1562"
},
{
"match_id": "4101553431",
"start_time": "1536153677",
"hero_id": "35",
"score": "1561"
},
{
"match_id": "4110602477",
"start_time": "1536578285",
"hero_id": "106",
"score": "1559"
},
{
"match_id": "4099475352",
"start_time": "1536053514",
"hero_id": "94",
"score": "1552"
},
{
"match_id": "4098482475",
"start_time": "1535989499",
"hero_id": "94",
"score": "1547"
}
] | odota/web/testcafe/cachedAjax/records_last_hits_.json/0 | {
"file_path": "odota/web/testcafe/cachedAjax/records_last_hits_.json",
"repo_id": "odota",
"token_count": 5582
} | 265 |
* @openmultiplayer/web
/docs/translations/pt-BR/ @iPollo @ArTDsL @pushline
/docs/translations/id/ @rsetiawan7 @SanityZeroPercent
/docs/translations/bs/ @NermanLegacy @daddyDOT @GalardoDev
/docs/translations/sr/ @TerzicScript
/docs/translations/es/ @Woscript @DestinyDragon49 @FreddieCrew
/docs/translations/tl/ @MySekwel
/docs/translations/zh-tw/ @SumiHeart
/docs/translations/ar/ @midosvt @ImOver00
/docs/translations/sv/ @fusez
| openmultiplayer/web/CODEOWNERS/0 | {
"file_path": "openmultiplayer/web/CODEOWNERS",
"repo_id": "openmultiplayer",
"token_count": 755
} | 266 |
package server
import (
"fmt"
"net/url"
"strconv"
"strings"
"github.com/pkg/errors"
)
// AddressFromString validates an address field for a server and ensures it contains the correct
// combination of host:port with either "samp://" or an empty scheme. returns an address with the
// :7777 port if absent (this is the default SA:MP port) and strips the "samp:// protocol".
func AddressFromString(input string) (output string, errs []error) {
if len(input) < 1 {
errs = append(errs, errors.New("address is empty"))
}
var withScheme string
if !strings.Contains(input, "://") {
withScheme = fmt.Sprintf("samp://%s", input)
} else {
withScheme = input
}
u, err := url.Parse(withScheme)
if err != nil {
errs = append(errs, err)
return
}
if u.User != nil {
errs = append(errs, errors.New("address contains a user:password component"))
}
if u.Scheme != "samp" {
errs = append(errs, errors.Errorf("address contains invalid scheme '%s', must be either empty or 'samp://'", u.Scheme))
}
portStr := u.Port()
if portStr != "" {
port, err := strconv.Atoi(u.Port())
if err != nil {
errs = append(errs, errors.Errorf("invalid port '%s' specified", u.Port()))
return
}
if port < 1024 || port > 49152 {
errs = append(errs, errors.Errorf("port %d falls within reserved or ephemeral range", port))
return
}
output = u.Host
} else {
output = u.Host + ":7777"
}
return
}
| openmultiplayer/web/app/resources/server/address.go/0 | {
"file_path": "openmultiplayer/web/app/resources/server/address.go",
"repo_id": "openmultiplayer",
"token_count": 528
} | 267 |
package queryer
import (
"context"
"errors"
"time"
sampquery "github.com/Southclaws/go-samp-query"
)
type Queryer interface {
Query(ctx context.Context, address string) (sampquery.Server, error)
}
type SAMPQueryer struct{}
func NewSAMPQueryer() Queryer {
return &SAMPQueryer{}
}
func (q *SAMPQueryer) Query(ctx context.Context, address string) (sampquery.Server, error) {
ctx, cf := context.WithTimeout(ctx, time.Second*10)
defer cf()
return sampquery.GetServerInfo(ctx, address, true)
}
// Mock for testing
type MockQueryer struct{}
func (q *MockQueryer) Query(ctx context.Context, address string) (sampquery.Server, error) {
switch address {
case "127.0.0.1:7777":
return sampquery.Server{
Address: "127.0.0.1:7777",
Hostname: "SA-MP SERVER CLAN tdm [NGRP] [GF EDIT] [Y_INI] [RUS] [BASIC] [GODFATHER] [REFUNDING] [STRCMP]",
Players: 32,
MaxPlayers: 128,
Gamemode: "Grand Larceny",
Language: "English",
Password: false,
// Version: "0.3.7-R2",
}, nil
case "127.0.0.2:7777":
return sampquery.Server{
Address: "127.0.0.2:7777",
Hostname: "my cool server",
Players: 3,
MaxPlayers: 5,
Gamemode: "cool",
Language: "English",
Password: false,
// Version: "0.3.7-R2",
}, nil
case "127.0.0.3:7777":
return sampquery.Server{
Address: "127.0.0.3:7777",
Hostname: "godfather v194",
Players: 1,
MaxPlayers: 999,
Gamemode: "godfather",
Language: "foriegn",
Password: false,
// Version: "0.1b",
}, nil
}
return sampquery.Server{}, errors.New("not found")
}
| openmultiplayer/web/app/services/queryer/queryer.go/0 | {
"file_path": "openmultiplayer/web/app/services/queryer/queryer.go",
"repo_id": "openmultiplayer",
"token_count": 724
} | 268 |
package legacy
import (
"fmt"
"net/http"
"strings"
"go.uber.org/zap"
"github.com/go-chi/chi"
"github.com/pkg/errors"
"github.com/openmultiplayer/web/app/resources/server"
"github.com/openmultiplayer/web/internal/web"
)
func (s *service) postLegacy(w http.ResponseWriter, r *http.Request) {
version := chi.URLParam(r, "version")
port := chi.URLParam(r, "port")
address := getConnectingIP(r, port)
zap.L().Info("received request to index server",
zap.String("version", version),
zap.String("address", address))
result, err := s.queryer.Query(r.Context(), address)
if err != nil {
zap.L().Debug("failed to query server", zap.Error(err))
web.StatusNotAcceptable(w, errors.Wrap(err, "failed to query server"))
return
}
formatted := server.TransformQueryResult(result, nil)
if err := s.storer.Upsert(r.Context(), formatted); err != nil {
web.StatusInternalServerError(w, errors.Wrap(err, "failed to query server"))
return
}
web.Write(w, formatted)
}
func getConnectingIP(r *http.Request, port string) string {
if cfip := r.Header.Get("CF-Connecting-IP"); cfip != "" {
return fmt.Sprintf("%s:%s", cfip, port)
}
if cfip := r.Header.Get("X-Forwarded-For"); cfip != "" {
return fmt.Sprintf("%s:%s", cfip, port)
}
return fmt.Sprintf("%s:%s", strings.Split(r.RemoteAddr, ":")[0], port)
}
| openmultiplayer/web/app/transports/api/legacy/h_postLegacy.go/0 | {
"file_path": "openmultiplayer/web/app/transports/api/legacy/h_postLegacy.go",
"repo_id": "openmultiplayer",
"token_count": 514
} | 269 |
package users
import (
"net/http"
"github.com/go-chi/chi"
"github.com/openmultiplayer/web/internal/web"
)
type banstatusBody struct {
Banned bool `json:"banned"`
}
func (s *service) banstatus(w http.ResponseWriter, r *http.Request) {
id := chi.URLParam(r, "id")
var p banstatusBody
if err := web.DecodeBody(r, &p); err != nil {
web.StatusBadRequest(w, err)
return
}
if p.Banned {
user, err := s.repo.Ban(r.Context(), id)
if err != nil {
web.StatusInternalServerError(w, err)
return
}
web.Write(w, user)
} else {
user, err := s.repo.Unban(r.Context(), id)
if err != nil {
web.StatusInternalServerError(w, err)
return
}
web.Write(w, user)
}
}
| openmultiplayer/web/app/transports/api/users/h_banstatus.go/0 | {
"file_path": "openmultiplayer/web/app/transports/api/users/h_banstatus.go",
"repo_id": "openmultiplayer",
"token_count": 298
} | 270 |
---
title: OnNPCEnterVehicle
description: This callback is called when a NPC enters a vehicle.
tags: ["npc"]
---
## Description
This callback is called when a NPC enters a vehicle.
| Name | Description |
| ------------ | ------------------------------------------------------- |
| vehicleid | The vehicle ID the NPC enter |
| seatid | The seatid the NPC uses |
## Examples
```c
public OnNPCEnterVehicle(vehicleid, seatid)
{
printf("OnNPCEnterVehicle ID: %d Seat: %d", vehicleid, seatid);
return 1;
}
```
## Related Callbacks
The following callbacks might be useful, as they're related to this callback in one way or another.
- [OnNPCExitVehicle](OnNPCExitVehicle): This callback is called when a NPC leaves a Vehicle.
| openmultiplayer/web/docs/scripting/callbacks/OnNPCEnterVehicle.md/0 | {
"file_path": "openmultiplayer/web/docs/scripting/callbacks/OnNPCEnterVehicle.md",
"repo_id": "openmultiplayer",
"token_count": 336
} | 271 |
---
title: OnPlayerDeath
description: This callback is called when a player dies, either by suicide or by being killed by another player.
tags: ["player"]
---
## Description
This callback is called when a player dies, either by suicide or by being killed by another player.
| Name | Description |
|---------------|-----------------------------------------------------------------------------------------------|
| playerid | The ID of the player that died. |
| killerid | The ID of the player that killed the player who died, or INVALID_PLAYER_ID if there was none. |
| WEAPON:reason | The ID of the reason ([weapon id](../resources/weaponids)) for the player's death. |
## Returns
0 - Will prevent other filterscripts from receiving this callback.
1 - Indicates that this callback will be passed to the next filterscript.
It is always called first in filterscripts.
## Examples
```c
new PlayerDeaths[MAX_PLAYERS];
new PlayerKills[MAX_PLAYERS];
public OnPlayerDeath(playerid, killerid, WEAPON:reason)
{
SendDeathMessage(killerid, playerid, reason); // Shows the kill in the killfeed
// Check that the killerid is valid before doing anything with it
if (killerid != INVALID_PLAYER_ID)
{
PlayerKills[killerid] ++;
}
// Outside the check, handle stuff for playerid (it's always valid)
PlayerDeaths[playerid] ++;
return 1;
}
```
## Notes
:::tip
The reason will return 37 (flame thrower) from any fire sources (e.g. molotov, 18) The reason will return 51 from any weapon that creates an explosion (e.g. RPG, grenade) You do not need to check whether killerid is valid before using it in [SendDeathMessage](../functions/SendDeathMessage). INVALID_PLAYER_ID is a valid killerid ID parameter in that function. playerid is the only one who can call the callback. (good to know for anti fake death)
:::
:::warning
You MUST check whether 'killerid' is valid (not INVALID_PLAYER_ID) before using it in an array (or really anywhere), as it will cause the OnPlayerDeath script to crash (not the entire script). This is because INVALID_PLAYER_ID is defined as 65535, and if an array only has 'MAX_PLAYERS' elements, e.g. 500, you're trying to access an index that is above 499, which is out of bounds.
:::
## Related Callbacks
The following callbacks might be useful, as they're related to this callback in one way or another.
- [OnPlayerSpawn](OnPlayerSpawn): This callback is called when a player spawns.
## Related Functions
The following functions might be useful, as they're related to this callback in one way or another.
- [SendDeathMessage](../functions/SendDeathMessage): Add a kill to the death list.
- [SetPlayerHealth](../functions/SetPlayerHealth): Set a player's health.
## Related Resources
- [Weapon IDs](../resources/weaponids)
| openmultiplayer/web/docs/scripting/callbacks/OnPlayerDeath.md/0 | {
"file_path": "openmultiplayer/web/docs/scripting/callbacks/OnPlayerDeath.md",
"repo_id": "openmultiplayer",
"token_count": 950
} | 272 |
---
title: OnPlayerLeaveCheckpoint
description: This callback is called when a player leaves the checkpoint set for them by SetPlayerCheckpoint.
tags: ["player", "checkpoint"]
---
## Description
This callback is called when a player leaves the checkpoint set for them by [SetPlayerCheckpoint](../functions/SetPlayerCheckpoint). Only one checkpoint can be set at a time.
| Name | Description |
| -------- | ------------------------------------------------ |
| playerid | The ID of the player that left their checkpoint. |
## Returns
It is always called first in filterscripts.
## Examples
```c
public OnPlayerLeaveCheckpoint(playerid)
{
printf("Player %i left a checkpoint!", playerid);
return 1;
}
```
## Notes
<TipNPCCallbacks />
## Related Callbacks
The following callbacks might be useful, as they're related to this callback in one way or another.
- [OnPlayerEnterCheckpoint](OnPlayerEnterCheckpoint): This callback is called when a player enters a checkpoint.
- [OnPlayerEnterRaceCheckpoint](OnPlayerEnterRaceCheckpoint): This callback is called when a player enters a race checkpoint.
- [OnPlayerLeaveRaceCheckpoint](OnPlayerLeaveRaceCheckpoint): This callback is called when a player leaves a race checkpoint.
## Related Functions
The following functions might be useful, as they're related to this callback in one way or another.
- [SetPlayerCheckpoint](../functions/SetPlayerCheckpoint): Create a checkpoint for a player.
- [DisablePlayerCheckpoint](../functions/DisablePlayerCheckpoint): Disable the player's current checkpoint.
- [IsPlayerInCheckpoint](../functions/IsPlayerInCheckpoint): Check if a player is in a checkpoint.
- [SetPlayerRaceCheckpoint](../functions/SetPlayerRaceCheckpoint): Create a race checkpoint for a player.
- [DisablePlayerRaceCheckpoint](../functions/DisablePlayerRaceCheckpoint): Disable the player's current race checkpoint.
- [IsPlayerInRaceCheckpoint](../functions/IsPlayerInRaceCheckpoint): Check if a player is in a race checkpoint.
| openmultiplayer/web/docs/scripting/callbacks/OnPlayerLeaveCheckpoint.md/0 | {
"file_path": "openmultiplayer/web/docs/scripting/callbacks/OnPlayerLeaveCheckpoint.md",
"repo_id": "openmultiplayer",
"token_count": 546
} | 273 |
---
title: OnPlayerStreamIn
description: This callback is called when a player is streamed by some other player's client.
tags: ["player"]
---
## Description
This callback is called when a player is streamed by some other player's client.
| Name | Description |
| ----------- | ------------------------------------------------------- |
| playerid | The ID of the player who has been streamed. |
| forplayerid | The ID of the player that streamed the other player in. |
## Returns
It is always called first in filterscripts.
## Examples
```c
public OnPlayerStreamIn(playerid, forplayerid)
{
new string[40];
format(string, sizeof(string), "Player %d is now streamed in for you.", playerid);
SendClientMessage(forplayerid, 0xFFFFFFFF, string);
return 1;
}
```
## Notes
<TipNPCCallbacks />
## Related Callbacks
The following callbacks might be useful, as they're related to this callback in one way or another.
- [OnPlayerStreamOut](OnPlayerStreamOut): This callback is called when a player streams out for another player.
- [OnActorStreamIn](OnPlayerStreamOut): This callback is called when an actor is streamed in by a player.
- [OnVehicleStreamIn](OnVehicleStreamIn): This callback is called when a vehicle streams in for a player.
| openmultiplayer/web/docs/scripting/callbacks/OnPlayerStreamIn.md/0 | {
"file_path": "openmultiplayer/web/docs/scripting/callbacks/OnPlayerStreamIn.md",
"repo_id": "openmultiplayer",
"token_count": 410
} | 274 |
---
title: OnVehicleRespray
description: This callback is called when a player exits a mod shop, even if the colors weren't changed.
tags: ["vehicle"]
---
## Description
This callback is called when a player exits a mod shop, even if the colors weren't changed. Watch out, the name is ambiguous, Pay 'n' Spray shops don't call this callback.
| Name | Description |
| --------- | ------------------------------------------------------------ |
| playerid | The ID of the player that is driving the vehicle. |
| vehicleid | The ID of the vehicle that was resprayed. |
| color1 | The color that the vehicle's primary color was changed to. |
| color2 | The color that the vehicle's secondary color was changed to. |
## Returns
It is always called first in gamemode so returning 0 there also blocks other filterscripts from seeing it.
## Examples
```c
public OnVehicleRespray(playerid, vehicleid, color1, color2)
{
new string[48];
format(string, sizeof(string), "You resprayed vehicle %d to colors %d and %d!", vehicleid, color1, color2);
SendClientMessage(playerid, COLOR_GREEN, string);
return 1;
}
```
## Notes
:::tip
This callback is not called by ChangeVehicleColor. Misleadingly, this callback is not called for pay 'n' spray (only modshops).
Fix here: http://pastebin.com/G81da7N1
:::
:::warning
Known Bug(s):
- Previewing a component inside a mod shop might call this callback.
:::
## Related Callbacks
The following callbacks might be useful, as they're related to this callback in one way or another.
- [OnVehiclePaintjob](OnVehiclePaintjob): This callback is called when a vehicle's paintjob is changed.
- [OnVehicleMod](OnVehicleMod): This callback is called when a vehicle is modded.
- [OnEnterExitModShop](OnEnterExitModShop): This callback is called when a vehicle enters or exits a mod shop.
## Related Functions
The following functions might be useful, as they're related to this callback in one way or another.
- [ChangeVehicleColor](../functions/ChangeVehicleColor): Set the color of a vehicle.
- [ChangeVehiclePaintjob](../functions/ChangeVehiclePaintjob): Change the paintjob on a vehicle.
| openmultiplayer/web/docs/scripting/callbacks/OnVehicleRespray.md/0 | {
"file_path": "openmultiplayer/web/docs/scripting/callbacks/OnVehicleRespray.md",
"repo_id": "openmultiplayer",
"token_count": 697
} | 275 |
---
title: AllowAdminTeleport
description: This function will determine whether RCON admins will be teleported to their waypoint when they set one.
tags: []
---
:::warning
This function, as of 0.3d, is deprecated. Please see [OnPlayerClickMap](../callbacks/OnPlayerClickMap).
:::
## Description
This function will determine whether RCON admins will be teleported to their waypoint when they set one.
| Name | Description |
| ---------- | ---------------------------------------- |
| bool:allow | 'false' to disable and 'true' to enable. |
## Returns
This function does not return any specific values.
## Examples
```c
public OnGameModeInit()
{
AllowAdminTeleport(true);
// Other stuff
return 1;
}
```
## Related Functions
- [IsAdminTeleportAllowed](IsAdminTeleportAllowed): Checks if the RCON admins allowed to teleport by right-clicking on the map.
- [IsPlayerAdmin](IsPlayerAdmin): Checks if a player is logged into RCON.
- [AllowPlayerTeleport](AllowPlayerTeleport): Toggle waypoint teleporting for players.
| openmultiplayer/web/docs/scripting/functions/AllowAdminTeleport.md/0 | {
"file_path": "openmultiplayer/web/docs/scripting/functions/AllowAdminTeleport.md",
"repo_id": "openmultiplayer",
"token_count": 322
} | 276 |
---
title: AttachObjectToVehicle
description: Attach an object to a vehicle.
tags: ["object", "vehicle"]
---
## Description
Attach an object to a vehicle.
| Name | Description |
| --------------- | --------------------------------------------------------------------------------------------------------------------------------------------- |
| objectid | The ID of the object to attach to the vehicle. Note that this is an object ID, not a model ID. The object must be CreateObject created first. |
| parentid | The ID of the vehicle to attach the object to. |
| Float:offsetX | The X axis offset from the vehicle to attach the object to. |
| Float:offsetY | The Y axis offset from the vehicle to attach the object to. |
| Float:offsetZ | The Z axis offset from the vehicle to attach the object to. |
| Float:rotationX | The X rotation offset for the object. |
| Float:rotationY | The Y rotation offset for the object. |
| Float:rotationZ | The Z rotation offset for the object. |
## Returns
This function does not return any specific values.
## Examples
```c
new objectid = CreateObject(...);
new vehicleid = GetPlayerVehicleID(playerid);
AttachObjectToVehicle(objectid, vehicleid, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0);
```
## Notes
:::tip
The object must be created first.
:::
:::warning
When the vehicle is destroyed or respawned, the attached objects won't be destroyed with it; they will remain stationary at the position the vehicle disappeared and be reattached to the next vehicle to claim the vehicle ID that the objects were attached to.
:::
## Related Functions
- [AttachObjectToPlayer](AttachObjectToPlayer): Attach an object to a player.
- [AttachObjectToObject](AttachObjectToObject): Attach an object to an object.
- [AttachPlayerObjectToPlayer](AttachPlayerObjectToPlayer): Attach a player object to a player.
- [CreateObject](CreateObject): Create an object.
- [DestroyObject](DestroyObject): Destroy an object.
- [IsValidObject](IsValidObject): Checks if a certain object is vaild.
- [MoveObject](MoveObject): Move an object.
- [StopObject](StopObject): Stop an object from moving.
- [SetObjectPos](SetObjectPos): Set the position of an object.
- [SetObjectRot](SetObjectRot): Set the rotation of an object.
- [GetObjectPos](GetObjectPos): Locate an object.
- [GetObjectRot](GetObjectRot): Check the rotation of an object.
- [CreatePlayerObject](CreatePlayerObject): Create an object for only one player.
- [DestroyPlayerObject](DestroyPlayerObject): Destroy a player object.
- [IsValidPlayerObject](IsValidPlayerObject): Checks if a certain player object is vaild.
- [MovePlayerObject](MovePlayerObject): Move a player object.
- [StopPlayerObject](StopPlayerObject): Stop a player object from moving.
- [SetPlayerObjectPos](SetPlayerObjectPos): Set the position of a player object.
- [SetPlayerObjectRot](SetPlayerObjectRot): Set the rotation of a player object.
- [GetPlayerObjectPos](GetPlayerObjectPos): Locate a player object.
- [GetPlayerObjectRot](GetPlayerObjectRot): Check the rotation of a player object.
| openmultiplayer/web/docs/scripting/functions/AttachObjectToVehicle.md/0 | {
"file_path": "openmultiplayer/web/docs/scripting/functions/AttachObjectToVehicle.md",
"repo_id": "openmultiplayer",
"token_count": 1608
} | 277 |
---
title: CreatePlayer3DTextLabel
description: Creates a 3D Text Label only for a specific player.
tags: ["player", "3dtextlabel"]
---
## Description
Creates a 3D Text Label only for a specific player
| Name | Description |
| ------------------ | ------------------------------------------------------------------------------- |
| playerid | The player which should see the newly created 3DText Label. |
| const text[] | The text to display. |
| colour | The text color |
| Float:x | X Coordinate (or offset if attached) |
| Float:y | Y Coordinate (or offset if attached) |
| Float:z | Z Coordinate (or offset if attached) |
| Float:drawDistance | The distance where you are able to see the 3D Text Label |
| attachedplayer | The player you want to attach the 3D Text Label to. (None: INVALID_PLAYER_ID) |
| attachedvehicle | The vehicle you want to attach the 3D Text Label to. (None: INVALID_VEHICLE_ID) |
| bool:testLOS | 0/1 Test the line-of-sight so this text can't be seen through walls |
| OPEN_MP_TAGS:... | Indefinite number of arguments of any tag. |
## Returns
The ID of the newly created Player 3D Text Label, or `INVALID_3DTEXT_ID` if the Player 3D Text Label limit (`MAX_3DTEXT_PLAYER`) was reached.
## Examples
```c
public OnPlayerCommandText(playerid, cmdtext[])
{
if (!strcmp(cmdtext, "/playerlabel", true))
{
new
PlayerText3D:playerTextId,
name[MAX_PLAYER_NAME],
Float:x, Float:y, Float:z,
string[64];
GetPlayerName(playerid, name, sizeof(name));
GetPlayerPos(playerid, x, y, z);
format(string, sizeof(string), "Hello %s!\nI'm at your position", name);
playerTextId = CreatePlayer3DTextLabel(playerid, string, 0x008080FF, x, y, z, 40.0);
return 1;
}
return 0;
}
```
## Notes
:::tip
drawDistance seems to be a lot smaller when spectating.
:::
:::warning
If text[] is empty, the server/clients next to the text might crash! (Fixed in open.mp)
:::
## Related Functions
- [DeletePlayer3DTextLabel](DeletePlayer3DTextLabel): Delete a player's 3D text label.
- [IsValidPlayer3DTextLabel](IsValidPlayer3DTextLabel): Checks if a player's 3D text label is valid.
- [UpdatePlayer3DTextLabelText](UpdatePlayer3DTextLabelText): Change the text of a player's 3D text label.
- [GetPlayer3DTextLabelText](GetPlayer3DTextLabelText): Gets the player's 3D text label text.
- [GetPlayer3DTextLabelColour](GetPlayer3DTextLabelColour): Gets the player's 3D text label colour.
- [GetPlayer3DTextLabelPos](GetPlayer3DTextLabelPos): Gets the player's 3D text label position.
- [GetPlayer3DTextLabelDrawDistance](GetPlayer3DTextLabelDrawDistance): Gets the player's 3D text label draw distance.
- [SetPlayer3DTextLabelDrawDistance](SetPlayer3DTextLabelDrawDistance): Sets the player's 3D text label draw distance.
- [GetPlayer3DTextLabelVirtualWorld](GetPlayer3DTextLabelVirtualWorld): Gets the player's 3D text label virtual world id.
- [SetPlayer3DTextLabelVirtualWorld](SetPlayer3DTextLabelVirtualWorld): Sets the player's 3D text label virtual world id.
- [GetPlayer3DTextLabelLOS](GetPlayer3DTextLabelLOS): Gets the player's 3D text label line-of-sight.
- [SetPlayer3DTextLabelLOS](SetPlayer3DTextLabelLOS): Sets the player's 3D text label line-of-sight.
- [Create3DTextLabel](Create3DTextLabel): Create a global 3D text label. | openmultiplayer/web/docs/scripting/functions/CreatePlayer3DTextLabel.md/0 | {
"file_path": "openmultiplayer/web/docs/scripting/functions/CreatePlayer3DTextLabel.md",
"repo_id": "openmultiplayer",
"token_count": 1598
} | 278 |
---
title: DestroyVehicle
description: Destroy a vehicle.
tags: ["vehicle"]
---
## Description
Destroy a vehicle. It will disappear instantly.
| Name | Description |
| --------- | --------------------------------- |
| vehicleid | The ID of the vehicle to destroy. |
## Returns
**true** - The function executed successfully.
**false** - The function failed to execute. The vehicle does not exist.
## Examples
```c
public OnPlayerCommandText(playerid, cmdtext[])
{
if (strcmp(cmdtext, "/destroyveh", true) == 0)
{
if (IsPlayerInAnyVehicle(playerid))
{
new vehicleid = GetPlayerVehicleID(playerid);
DestroyVehicle(vehicleid);
}
return 1;
}
return 0;
}
```
## Related Functions
- [CreateVehicle](CreateVehicle): Create a vehicle.
- [RemovePlayerFromVehicle](RemovePlayerFromVehicle): Throw a player out of their vehicle.
- [SetVehicleToRespawn](SetVehicleToRespawn): Respawn a vehicle.
| openmultiplayer/web/docs/scripting/functions/DestroyVehicle.md/0 | {
"file_path": "openmultiplayer/web/docs/scripting/functions/DestroyVehicle.md",
"repo_id": "openmultiplayer",
"token_count": 373
} | 279 |
---
title: EnableStuntBonusForPlayer
description: Toggle stunt bonuses for a player.
tags: ["player"]
---
## Description
Toggle stunt bonuses for a player. Enabled by default.
| Name | Description |
| ----------- | ----------------------------------------------------------- |
| playerid | The ID of the player to toggle stunt bonuses for. |
| bool:enable | 'true' to enable stunt bonuses and 'false' to disable them. |
## Returns
**true** - The function executed successfully.
**false** - The function failed to execute. The player is not connected.
## Examples
```c
public OnPlayerConnect(playerid)
{
EnableStuntBonusForPlayer(playerid, false); // Disable stunt bonuses when the player connects to the server.
return 1;
}
```
## Related Functions
- [EnableStuntBonusForAll](EnableStuntBonusForAll): Toggle stunt bonuses for all players.
| openmultiplayer/web/docs/scripting/functions/EnableStuntBonusForPlayer.md/0 | {
"file_path": "openmultiplayer/web/docs/scripting/functions/EnableStuntBonusForPlayer.md",
"repo_id": "openmultiplayer",
"token_count": 293
} | 280 |
---
title: GetActorAnimation
description: Get the animation the actor is currently performing.
tags: ["actor"]
---
<VersionWarn version='omp v1.1.0.2612' />
## Description
Get the animation the actor is currently performing.
| Name | Description |
|--------------------|----------------------------------------------------------------------------|
| actorid | The ID of the actor to get the animation of. |
| animationLibrary[] | An array into which to store the animationLibrary in, passed by reference. |
| librarySize | The size of the animationLibrary array. |
| animationName[] | An array into which to store the animationName in, passed by reference. |
| nameSize | The size of the animationName array. |
| &Float:delta | A float variable into which to store the delta in, passed by reference. |
| &bool:loop | A boolean variable into which to store the loop in, passed by reference. |
| &bool:lockX | A float variable into which to store the lockX in, passed by reference. |
| &bool:lockY | A float variable into which to store the lockY in, passed by reference. |
| &bool:freeze | A boolean variable into which to store the freeze in, passed by reference. |
| &time | A variable into which to store the time in, passed by reference. |
## Return Values
Returns **true** if the actor is valid, otherwise returns **false**.
## Examples
```c
new gMyActor;
public OnGameModeInit()
{
gMyActor = CreateActor(179, 1153.9640, -1772.3915, 16.5920, 0.0000);
ApplyActorAnimation(gMyActor, "PED", "IDLE_CHAT", 4.1, true, true, true, true, 0);
new animationLibrary[32],
animationName[32],
Float:delta,
bool:loop,
bool:lockX,
bool:lockY,
bool:freeze,
time;
GetActorAnimation(gMyActor, animationLibrary, sizeof animationLibrary, animationName, sizeof animationName, delta, loop, lockX, lockY, freeze, time);
return 1;
}
```
## Related Functions
- [CreateActor](CreateActor): Create an actor (static NPC).
- [ApplyActorAnimation](ApplyActorAnimation): Apply an animation to an actor.
- [ClearActorAnimations](ClearActorAnimations): Clear any animations that are applied to an actor.
| openmultiplayer/web/docs/scripting/functions/GetActorAnimation.md/0 | {
"file_path": "openmultiplayer/web/docs/scripting/functions/GetActorAnimation.md",
"repo_id": "openmultiplayer",
"token_count": 925
} | 281 |
---
title: GetDefaultPlayerColour
description: Gets the default colour for the player ID.
tags: ["player"]
---
<VersionWarn version='omp v1.1.0.2612' />
## Description
Gets the default colour for the player ID.
| Name | Description |
| -------- | ------------------------------------------------------------------------- |
| playerid | The ID of the player to get the colour of. Doesn't need to be connected. |
## Returns
The player's default color.
## Examples
```c
new colour = GetDefaultPlayerColour(playerid);
```
## Related Functions
- [GetPlayerColor](GetPlayerColor): Gets a player's color.
| openmultiplayer/web/docs/scripting/functions/GetDefaultPlayerColour.md/0 | {
"file_path": "openmultiplayer/web/docs/scripting/functions/GetDefaultPlayerColour.md",
"repo_id": "openmultiplayer",
"token_count": 231
} | 282 |
---
title: GetObjectDrawDistance
description: Get the draw distance of an object.
tags: ["object"]
---
<VersionWarn version='omp v1.1.0.2612' />
## Description
Get the draw distance of an object.
| Name | Description |
|----------|--------------------------------------------------|
| objectid | The ID of the object to get the draw distance of |
## Returns
Returns the draw distance as float.
## Examples
```c
new objectid = CreateObject(3335, 672.53485, -656.11023, 15.26560, 3.00000, 0.00000, 0.00000, 100.0);
new Float:drawDistance = GetObjectDrawDistance(objectid);
// drawDistance = 100.0
```
## Related Functions
- [GetPlayerObjectDrawDistance](GetPlayerObjectDrawDistance): Get the draw distance of a player-object.
| openmultiplayer/web/docs/scripting/functions/GetObjectDrawDistance.md/0 | {
"file_path": "openmultiplayer/web/docs/scripting/functions/GetObjectDrawDistance.md",
"repo_id": "openmultiplayer",
"token_count": 261
} | 283 |
---
title: GetPVarsUpperIndex
description: Each PVar (player-variable) has its own unique identification number for lookup, this function returns the highest ID set for a player.
tags: ["player variable", "pvar"]
---
## Description
Each PVar (player-variable) has its own unique identification number for lookup, this function returns the highest ID set for a player.
| Name | Description |
| -------- | ---------------------------------------------------- |
| playerid | The ID of the player to get the upper PVar index of. |
## Returns
The highest set PVar ID.
## Examples
```c
// Store the upper index in the variable 'PVarUpperIndex' + 1
new PVarUpperIndex = GetPVarsUpperIndex(playerid) + 1;
// This pVarCount variable will store how many pVars a player has set as we count them.
new pVarCount;
new pVarName[128];
for(new i = 0; i != PVarUpperIndex; i++) // Loop through all pVar IDs under the upper index
{
// At first, we need to get PVar name
GetPVarNameAtIndex(playerid, i, pVarName, sizeof(pVarName));
// If the var is set (type not 0), increment pVarCount.
if (GetPVarType(playerid, pVarName) != 0)
{
pVarCount++;
}
}
new szString[128];
format(szString, sizeof(szString), "You have %i player-variables set. Upper index (highest ID): %i.", pVarCount, PVarUpperIndex-1);
SendClientMessage(playerid, -1, szString);
```
## Related Functions
- [GetPVarNameAtIndex](GetPVarNameAtIndex): Get the player variable's name from its index.
- [GetPVarType](GetPVarType): Get the type of the player variable.
| openmultiplayer/web/docs/scripting/functions/GetPVarsUpperIndex.md/0 | {
"file_path": "openmultiplayer/web/docs/scripting/functions/GetPVarsUpperIndex.md",
"repo_id": "openmultiplayer",
"token_count": 538
} | 284 |
---
title: GetPlayerAnimFlags
description: Get the player animation flags.
tags: ["player", "animation"]
---
<VersionWarn version='omp v1.1.0.2612' />
## Description
Get the player animation flags.
| Name | Description |
| -------- | ---------------------------------------- |
| playerid | The player id you want to get the animation flags from |
## Returns
Returns the player animation flags as integer.
## Examples
```c
new flags = GetPlayerAnimFlags(playerid);
```
## Related Functions
- [ApplyAnimation](ApplyAnimation): Apply an animation to a player.
| openmultiplayer/web/docs/scripting/functions/GetPlayerAnimFlags.md/0 | {
"file_path": "openmultiplayer/web/docs/scripting/functions/GetPlayerAnimFlags.md",
"repo_id": "openmultiplayer",
"token_count": 186
} | 285 |
---
title: GetPlayerCameraZoom
description: Retrieves the game camera zoom level for a given player.
tags: ["player", "camera"]
---
## Description
Retrieves the game camera zoom level for a given player.
| Name | Description |
| -------- | ----------------------------------------------------- |
| playerid | The ID of the player to get the camera zoom level of. |
## Returns
The player's camera zoom level (camera, sniper etc.), a float.
## Examples
```c
new string[128];
format(string, sizeof(string), "Your camera zoom level: %f", GetPlayerCameraZoom(playerid));
SendClientMessage(playerid, -1, string);
```
## Notes
:::tip
This retrieves the zoom level of the GAME Camera (including Sniper scope), not the camera WEAPON.
:::
## Related Functions
- [GetPlayerCameraAspectRatio](GetPlayerCameraAspectRation): Get the aspect ratio of a player's camera.
- [GetPlayerCameraPos](GetPlayerCameraPos): Find out where the player's camera is.
- [GetPlayerCameraFrontVector](GetPlayerCameraFrontVector): Get the player's camera front vector
| openmultiplayer/web/docs/scripting/functions/GetPlayerCameraZoom.md/0 | {
"file_path": "openmultiplayer/web/docs/scripting/functions/GetPlayerCameraZoom.md",
"repo_id": "openmultiplayer",
"token_count": 331
} | 286 |
---
title: GetPlayerInterior
description: Retrieves the player's current interior.
tags: ["player"]
---
## Description
Retrieves the player's current interior. A list of currently known interiors with their positions can be found on this page.
| Name | Description |
| -------- | ------------------------------------- |
| playerid | The player to get the interior ID of. |
## Returns
The interior ID the player is currently in.
## Examples
```c
public OnPlayerCommandText(playerid,text[])
{
if (strcmp(cmdtext, "/int", true) == 0)
{
new string[64];
format(string, sizeof(string), "You are in interior %i", GetPlayerInterior(playerid));
SendClientMessage(playerid, 0xFF8000FF, string);
return 1;
}
return 0;
}
```
## Notes
:::tip
Always returns interior 0 for NPCs.
:::
## Related Functions
- [SetPlayerInterior](SetPlayerInterior): Set a player's interior.
- [GetPlayerVirtualWorld](GetPlayerVirtualWorld): Check what virtual world a player is in.
| openmultiplayer/web/docs/scripting/functions/GetPlayerInterior.md/0 | {
"file_path": "openmultiplayer/web/docs/scripting/functions/GetPlayerInterior.md",
"repo_id": "openmultiplayer",
"token_count": 349
} | 287 |
---
title: GetPlayerObjectMaterialText
description: Get the material text data from an index of the player-object.
tags: ["player", "object", "playerobject"]
---
<VersionWarn version='omp v1.1.0.2612' />
## Description
Get the material text data from an index of the player-object.
| Name | Description |
|-------------------------------------------|-------------------------------------------------------------------------|
| playerid | The ID of the player. |
| objectid | The ID of the player-object. |
| materialIndex | The material index on the object. (0 to 15) |
| text[] | An array into which to store the text, passed by reference. |
| textSize | The size of the text. |
| &OBJECT_MATERIAL_SIZE:materialSize | A variable in which to store the materialSize, passed by reference. |
| fontFace[] | An array into which to store the fontFace, passed by reference. |
| fontFaceSize | The size of the fontFace. |
| &fontSize | A variable in which to store the fontSize, passed by reference. |
| &bool:bold | A boolean variable in which to store the bold, passed by reference. |
| &fontColour | A variable in which to store the fontColour, passed by reference. |
| &backgroundColour | A variable in which to store the backgroundColour, passed by reference. |
| &OBJECT_MATERIAL_TEXT_ALIGN:textAlignment | A variable in which to store the textAlignment, passed by reference. |
## Returns
`true` - The function was executed successfully.
`false` - The function failed to execute. The object specified does not exist or an invalid material index is specified.
## Examples
```c
new playerobjectid = CreatePlayerObject(playerid, 19174, 986.42767, -983.14850, 40.95220, 0.00000, 0.00000, 186.00000);
SetPlayerObjectMaterialText(playerid, playerobjectid, "OPEN.MP", 0, OBJECT_MATERIAL_SIZE_256x128, "Arial", 38, true, 0xFF0000FF, 0x00000000, OBJECT_MATERIAL_TEXT_ALIGN_LEFT);
new
text[16],
OBJECT_MATERIAL_SIZE:materialSize,
fontFace[16],
fontSize,
bool:bold,
fontColour,
backgroundColour,
OBJECT_MATERIAL_TEXT_ALIGN:textAlignment;
GetPlayerObjectMaterialText(playerid, playerobjectid, 0, text, sizeof(text), materialSize, fontFace, sizeof(fontFace), fontSize, bold, fontColour, backgroundColour, textAlignment);
// text = "OPEN.MP"
// materialSize = OBJECT_MATERIAL_SIZE_256x128
// fontFace = "Arial"
// fontSize = 38
// bold = true
// fontColour = 0xFF0000FF
// backgroundColour = 0x00000000
// textAlignment = OBJECT_MATERIAL_TEXT_ALIGN_LEFT
```
## Related Functions
- [SetPlayerObjectMaterial](SetPlayerObjectMaterial): Replace the texture of a player-object with the texture from another model in the game.
- [SetPlayerObjectMaterialText](SetPlayerObjectMaterialText): Replace the texture of a player object with text.
- [IsPlayerObjectMaterialSlotUsed](IsPlayerObjectMaterialSlotUsed): Checks if a slot of player-object material is used.
- [GetPlayerObjectMaterial](GetPlayerObjectMaterial): Get the material data from an index of the player-object.
- [GetObjectMaterialText](GetObjectMaterialText): Get the material text data from an index of the object.
| openmultiplayer/web/docs/scripting/functions/GetPlayerObjectMaterialText.md/0 | {
"file_path": "openmultiplayer/web/docs/scripting/functions/GetPlayerObjectMaterialText.md",
"repo_id": "openmultiplayer",
"token_count": 1604
} | 288 |
---
title: GetPlayerRawIp
description: Get the specified player's Raw IP address (v4).
tags: ["player", "ip address"]
---
<VersionWarn version='omp v1.1.0.2612' />
## Description
Get the specified player's Raw IP address (v4).
| Name | Description |
| -------- | -------------------------------------------------- |
| playerid | The ID of the player to get the Raw IP address of. |
## Returns
Returns the player's Raw IP address as integer.
## Examples
```c
public OnPlayerConnect(playerid)
{
new rawIp = GetPlayerRawIp(playerid);
SendClientMessage(playerid, 0xFFFF00FF, "SERVER: Your Raw IP address: %d", rawIp);
return 1;
}
```
## Notes
:::tip
PAWN is case-sensitive. GetPlayerRawIP will not work.
:::
## Related Functions
- [GetPlayerIp](GetPlayerIp): Get a player's IP.
- [NetStats_GetIpPort](NetStats_GetIpPort): Get a player's IP and port.
| openmultiplayer/web/docs/scripting/functions/GetPlayerRawIp.md/0 | {
"file_path": "openmultiplayer/web/docs/scripting/functions/GetPlayerRawIp.md",
"repo_id": "openmultiplayer",
"token_count": 334
} | 289 |
---
title: GetPlayerTeam
description: Get the ID of the team the player is on.
tags: ["player"]
---
## Description
Get the ID of the team the player is on.
| Name | Description |
| -------- | ---------------------------------------- |
| playerid | The ID of the player to get the team of. |
## Returns
**0-254:** The player's team. (0 is a valid team)
**255:** Defined as NO_TEAM. The player is not on any team.
**-1:** The function failed to execute. Player is not connected.
## Examples
```c
enum
{
TEAM_ONE = 1,
TEAM_TWO
};
public OnPlayerSpawn(playerid)
{
// Players who are in team 1 should spawn at Las Venturas airport.
if (GetPlayerTeam(playerid) == TEAM_ONE)
{
SetPlayerPos(playerid, 1667.8909, 1405.5618, 10.7801);
}
return 1;
}
```
## Related Functions
- [SetPlayerTeam](SetPlayerTeam): Set a player's team.
- [SetTeamCount](SetTeamCount): Set the number of teams available.
| openmultiplayer/web/docs/scripting/functions/GetPlayerTeam.md/0 | {
"file_path": "openmultiplayer/web/docs/scripting/functions/GetPlayerTeam.md",
"repo_id": "openmultiplayer",
"token_count": 352
} | 290 |
---
title: GetRandomVehicleColourPair
description: Get random colour indexes that are valid for the given vehicle model.
tags: ["vehicle"]
---
<VersionWarn version='omp v1.1.0.2612' />
## Description
Get random colour indexes that are valid for the given vehicle model.
## Parameters
| Name | Description |
|--------------|----------------------------------------------------------------------|
| modelid | The ID of the [vehicle model](../resources/vehicleid). |
| &colour1 | A variable in which to store the colour1 value, passed by reference. |
| &colour2 | A variable in which to store the colour2 value, passed by reference. |
| &colour3 = 0 | A variable in which to store the colour3 value, passed by reference. |
| &colour4 = 0 | A variable in which to store the colour4 value, passed by reference. |
## Examples
```c
new
colour1,
colour2;
GetRandomVehicleColourPair(560, colour1, colour2);
```
## Related Functions
- [VehicleColourIndexToColour](VehicleColourIndexToColour): Convert a car colour index to a HEX colour (RGBA).
- [GetVehicleColours](GetVehicleColours): Gets the vehicle colours.
| openmultiplayer/web/docs/scripting/functions/GetRandomVehicleColourPair.md/0 | {
"file_path": "openmultiplayer/web/docs/scripting/functions/GetRandomVehicleColourPair.md",
"repo_id": "openmultiplayer",
"token_count": 405
} | 291 |
---
title: GetTimerRemaining
description: Gets the remaining interval of a timer.
tags: ["timer"]
---
<VersionWarn version='omp v1.1.0.2612' />
## Description
Gets the remaining interval of a timer.
## Parameters
| Name | Description |
|---------|-------------------------------------------------------|
| timerid | The ID of the timer to get the remaining interval of. |
## Return Values
Returns the remaining interval of the timer in milliseconds.
## Examples
```c
new g_Timer;
public OnGameModeInit()
{
g_Timer = SetTimer("TimerCallback", 60000, true);
new remainingInterval = GetTimerRemaining(g_Timer);
printf("Timer ID %d remaining interval: %d ms", g_Timer, remainingInterval);
return 1;
}
```
## Related Functions
- [SetTimer](SetTimer): Set a timer.
- [SetTimerEx](SetTimerEx): Set a timer with parameters.
- [KillTimer](KillTimer): Stop a timer.
- [IsValidTimer](IsValidTimer): Checks if a timer is valid.
- [IsRepeatingTimer](IsRepeatingTimer): Checks if a timer is set to repeat.
- [GetTimerInterval](GetTimerInterval): Gets the interval of a timer.
- [CountRunningTimers](CountRunningTimers): Get the running timers. | openmultiplayer/web/docs/scripting/functions/GetTimerRemaining.md/0 | {
"file_path": "openmultiplayer/web/docs/scripting/functions/GetTimerRemaining.md",
"repo_id": "openmultiplayer",
"token_count": 387
} | 292 |
---
title: GetVehicleModelInfo
description: Retrieve information about a specific vehicle model such as the size or position of seats.
tags: ["vehicle"]
---
## Description
Retrieve information about a specific vehicle model such as the size or position of seats
| Name | Description |
| --------------------------- | ---------------------------------------------------------------------------- |
| vehiclemodel | The vehicle model to get info of. |
| VEHICLE_MODEL_INFO:infotype | The [type of information](../resources/vehicleinformationtypes) to retrieve. |
| &Float:x | A float to store the X value. |
| &Float:y | A float to store the Y value. |
| &Float:z | A float to store the Z value. |
## Returns
The vehicle info is stored in the specified variables.
## Examples
```c
new
Float: x, Float: y, Float: z;
//Get the size of vehicle model 411 (Infernus)
GetVehicleModelInfo(411, VEHICLE_MODEL_INFO_SIZE, x, y, z);
//Prints "The infernus is 2.3m wide, 5.7m long and 1.3m high" into the console
printf("The infernus is %.1fm wide, %.1fm long and %.1fm high", X, Y, Z);
```
## Related Functions
- [GetVehicleModel](GetVehicleModel): Get the model id of a vehicle.
## Related Resources
- [Vehicle Information Types](../resources/vehicleinformationtypes)
| openmultiplayer/web/docs/scripting/functions/GetVehicleModelInfo.md/0 | {
"file_path": "openmultiplayer/web/docs/scripting/functions/GetVehicleModelInfo.md",
"repo_id": "openmultiplayer",
"token_count": 711
} | 293 |
---
title: GetVehicleSpawnInfo
description: Gets the vehicle spawn location and colours.
tags: ["vehicle"]
---
<VersionWarn version='omp v1.1.0.2612' />
## Description
Gets the vehicle spawn location and colours.
## Parameters
| Name | Description |
|---------------|--------------------------------------------------------------------------------|
| vehicleid | The ID of the vehicle. |
| &Float:spawnX | A float variable in which to store the spawnX coordinate, passed by reference. |
| &Float:spawnY | A float variable in which to store the spawnY coordinate, passed by reference. |
| &Float:spawnZ | A float variable in which to store the spawnZ coordinate, passed by reference. |
| &Float:angle | A float variable in which to store the angle coordinate, passed by reference. |
| &colour1 | A variable in which to store the colour1 value, passed by reference. |
| &colour2 | A variable in which to store the colour2 value, passed by reference. |
## Examples
```c
public OnGameModeInit()
{
new vehicleid = CreateVehicle(560, 2096.1917, -1328.5150, 25.1059, 0.0000, 6, 0, 100);
new
Float:spawnX,
Float:spawnY,
Float:spawnZ,
Float:angle,
colour1,
colour2;
GetVehicleSpawnInfo(vehicleid, spawnX, spawnY, spawnZ, angle, colour1, colour2);
return 1;
}
```
## Related Functions
- [SetVehicleSpawnInfo](SetVehicleSpawnInfo): Adjusts vehicle model, spawn location, colours, respawn delay and interior.
| openmultiplayer/web/docs/scripting/functions/GetVehicleSpawnInfo.md/0 | {
"file_path": "openmultiplayer/web/docs/scripting/functions/GetVehicleSpawnInfo.md",
"repo_id": "openmultiplayer",
"token_count": 623
} | 294 |
---
title: HasObjectCameraCollision
description: Checks if an object has camera collision enabled. (SetObjectNoCameraCollision)
tags: ["object"]
---
<VersionWarn version='omp v1.1.0.2612' />
## Description
Checks if an object has camera collision enabled. ([SetObjectNoCameraCollision](SetObjectNoCameraCollision))
| Name | Description |
|----------|--------------------------------|
| objectid | The ID of the object to check. |
## Returns
`true` - Object camera collision is enable.
`false` - Object camera collision is disable.
## Examples
```c
if (HasObjectCameraCollision(objectid))
{
printf("Object %d camera collision: enable", objectid);
}
else
{
printf("Object %d camera collision: disable", objectid);
}
```
## Related Functions
- [SetObjectNoCameraCollision](SetObjectNoCameraCollision): Disable collisions between players' cameras and the specified object.
- [HasPlayerObjectCameraCollision](HasPlayerObjectCameraCollision): Checks if a player-object has camera collision enabled.
| openmultiplayer/web/docs/scripting/functions/HasObjectCameraCollision.md/0 | {
"file_path": "openmultiplayer/web/docs/scripting/functions/HasObjectCameraCollision.md",
"repo_id": "openmultiplayer",
"token_count": 297
} | 295 |
---
title: IsBanned
description: Checks if the given IP address is banned.
tags: ["ip address"]
---
<VersionWarn version='omp v1.1.0.2612' />
## Description
Checks if the given IP address is banned.
| Name | Description |
| ----------------- | ------------------------ |
| const ipAddress[] | The IP address to check. |
## Returns
Returns **true** if the IP address is banned, otherwise **false**.
## Examples
```c
if (IsBanned("255.255.255.255"))
{
// Do something
}
```
## Notes
:::tip
You can see the ban list in the **bans.json** file.
:::
## Related Functions
- [BlockIpAddress](BlockIpAddress): Block an IP address from connecting to the server for a set amount of time.
- [UnBlockIpAddress](UnBlockIpAddress): Unblock an IP that was previously blocked.
- [Ban](Ban): Ban a player from playing on the server.
- [BanEx](BanEx): Ban a player with a custom reason.
- [Kick](Kick): Kick a player from the server.
- [ClearBanList](ClearBanList): Clears the ban list.
| openmultiplayer/web/docs/scripting/functions/IsBanned.md/0 | {
"file_path": "openmultiplayer/web/docs/scripting/functions/IsBanned.md",
"repo_id": "openmultiplayer",
"token_count": 334
} | 296 |
---
title: IsPlayerControllable
description: Check if the player is controllable.
tags: ["player"]
---
<VersionWarn version='omp v1.1.0.2612' />
## Description
Check if the player is controllable.
| Name | Description |
| -------- | ------------------- |
| playerid | The ID of the player. |
## Returns
**true** - Controllable
**false** - Uncontrollable
## Examples
```c
public OnPlayerSpawn(playerid)
{
// Unfreeze the player if it is freezed
if (IsPlayerControllable(playerid) == false)
{
TogglePlayerControllable(playerid, true);
}
return 1;
}
```
## Related Functions
- [TogglePlayerControllable](TogglePlayerControllable): Toggles whether a player can control their character or not. The player will also be unable to move their camera.
| openmultiplayer/web/docs/scripting/functions/IsPlayerControllable.md/0 | {
"file_path": "openmultiplayer/web/docs/scripting/functions/IsPlayerControllable.md",
"repo_id": "openmultiplayer",
"token_count": 258
} | 297 |
---
title: IsValidMenu
description: Checks if a menu ID is valid.
tags: ["menu"]
---
## Description
Checks if a menu ID is valid.
| Name | Description |
| ----------- | ---------------------------- |
| Menu:menuid | The ID of the menu to check. |
## Returns
**true** - The menu is valid.
**false** - The menu is not valid.
## Related Functions
- [CreateMenu](CreateMenu): Creates a menu.
- [DestroyMenu](DestroyMenu): Destroys the specified menu.
- [DisableMenu](DisableMenu): Disable a menu.
- [DisableMenuRow](DisableMenuRow): Disable a specific row in a menu for all players.
- [AddMenuItem](AddMenuItem): Adds an item to a specified menu.
- [SetMenuColumnHeader](SetMenuColumnHeader): Set the header for one of the columns in a menu.
- [IsMenuDisabled](IsMenuDisabled): Check if a menu is disabled.
- [IsMenuRowDisabled](IsMenuRowDisabled): Check if a menu row is disabled.
-
## 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/IsValidMenu.md/0 | {
"file_path": "openmultiplayer/web/docs/scripting/functions/IsValidMenu.md",
"repo_id": "openmultiplayer",
"token_count": 350
} | 298 |
---
title: IsVehicleSirenEnabled
description: Checks if a vehicle siren is on or off.
tags: ["vehicle"]
---
<VersionWarn version='omp v1.1.0.2612' />
## Description
Checks if a vehicle siren is on or off.
## Parameters
| Name | Description |
|-----------|---------------------------------|
| vehicleid | The ID of the vehicle to check. |
## Return Values
**true** - Vehicle siren is on.
**false** - Vehicle siren is off.
## Examples
```c
if (IsVehicleSirenEnabled(vehicleid))
{
// Vehicle siren is on
}
else
{
// Vehicle siren is off
}
```
## Related Functions
- [SetVehicleParamsSirenState](SetVehicleParamsSirenState): Turn the siren for a vehicle on or off.
- [ToggleVehicleSirenEnabled](ToggleVehicleSirenEnabled): Turn the siren for a vehicle on or off.
- [IsVehicleSirenEnabled](IsVehicleSirenEnabled): Checks if a vehicle siren is on or off.
| openmultiplayer/web/docs/scripting/functions/IsVehicleSirenEnabled.md/0 | {
"file_path": "openmultiplayer/web/docs/scripting/functions/IsVehicleSirenEnabled.md",
"repo_id": "openmultiplayer",
"token_count": 309
} | 299 |
---
title: NetStats_MessagesRecvPerSecond
description: Gets the number of messages the player has received in the last second.
tags: ["network monitoring"]
---
## Description
Gets the number of messages the player has received in the last second.
| Name | Description |
| -------- | ------------------------------------------ |
| playerid | The ID of the player to get the data from. |
## Returns
the number of messages the player has received in the last second.
## Examples
```c
public OnPlayerCommandText(playerid,cmdtext[])
{
if (!strcmp(cmdtext, "/msgpersec"))
{
new szString[144];
format(szString, sizeof(szString), "You have received %i network messages in the last second.", NetStats_MessagesRecvPerSecond(playerid));
SendClientMessage(playerid, -1, szString);
}
return 1;
}
```
## 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_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_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_MessagesRecvPerSecond.md/0 | {
"file_path": "openmultiplayer/web/docs/scripting/functions/NetStats_MessagesRecvPerSecond.md",
"repo_id": "openmultiplayer",
"token_count": 589
} | 300 |
---
title: PlayerSpectatePlayer
description: Makes a player spectate (watch) another player.
tags: ["player"]
---
## Description
Makes a player spectate (watch) another player.
| Name | Description |
| -------------- | -------------------------------------------------------------------------------------------- |
| playerid | The ID of the player that will spectate. |
| targetplayerid | The ID of the player that should be spectated. |
| SPECTATE_MODE:mode | The [mode](../resources/spectatemodes) to spectate with (optional; defaults to 'normal'). |
## Returns
**true** - The function was executed successfully.
**false** - The function failed to execute. One of the players specified does not exist.
## Examples
```c
public OnPlayerDeath(playerid, killerid, WEAPON:reason)
{
TogglePlayerSpectating(playerid, 1);
PlayerSpectatePlayer(playerid, killerid);
return 1;
}
```
## Notes
:::warning
- Order is CRITICAL! Ensure that you use TogglePlayerSpectating before PlayerSpectatePlayer.
- playerid and targetplayerid's virtual world and interior must be the same for this function to work properly.
:::
## Related Functions
- [PlayerSpectateVehicle](PlayerSpectateVehicle): Spectate a vehicle.
- [TogglePlayerSpectating](TogglePlayerSpectating): Start or stop spectating.
- [GetPlayerSpectateID](GetPlayerSpectateID): Gets the ID of the player or vehicle the player is spectating (watching).
- [GetPlayerSpectateType](GetPlayerSpectateType): Gets the player's spectate type.
## Related Resources
- [Spectate Modes](../resources/spectatemodes)
| openmultiplayer/web/docs/scripting/functions/PlayerSpectatePlayer.md/0 | {
"file_path": "openmultiplayer/web/docs/scripting/functions/PlayerSpectatePlayer.md",
"repo_id": "openmultiplayer",
"token_count": 626
} | 301 |
---
title: RedirectDownload
description: Redirect a player custom AddCharModel or AddSimpleModel download to a specific HTTP webpage.
tags: ["custom model", "custom skin", "simple model"]
---
<VersionWarn version='SA-MP 0.3.DL R1' />
## Description
Redirect a player custom AddCharModel or AddSimpleModel download to a specific HTTP webpage.
## Parameters
| Name | Description |
| ----------- | ----------------------------------------------------------- |
| playerid | The ID of the player that requested custom models download. |
| const url[] | The URL to redirect download |
## Return Values
**1:** The function executed successfully.
**0:** The function failed to execute.
## Example Usage from dl_redirect filterscript
```c
new baseurl[] = "https://files.sa-mp.com/server";
public OnPlayerRequestDownload(playerid, type, crc)
{
if (!IsPlayerConnected(playerid))
{
return 0;
}
new
fullURL[256],
fileName[64],
foundFileName = 0;
if (type == DOWNLOAD_REQUEST_TEXTURE_FILE)
{
foundFileName = FindTextureFileNameFromCRC(crc, fileName, sizeof fileName);
}
else if (type == DOWNLOAD_REQUEST_MODEL_FILE)
{
foundFileName = FindModelFileNameFromCRC(crc, fileName, sizeof fileName);
}
if (foundFileName)
{
format(fullURL, sizeof fullURL, "%s/%s", baseurl, fileName);
RedirectDownload(playerid, fullURL);
}
return 0;
}
```
## Related Functions
- [AddCharModel](AddCharModel): Adds a new custom character model for download.
- [AddSimpleModel](AddSimpleModel): Adds a new custom simple object model for download.
- [AddSimpleModelTimed](AddSimpleModelTimed): Adds a new custom simple object model for download.
## Related Callbacks
- [OnPlayerFinishedDownloading](../callbacks/OnPlayerFinishedDownloading): Called when a player finishes downloading custom models.
| openmultiplayer/web/docs/scripting/functions/RedirectDownload.md/0 | {
"file_path": "openmultiplayer/web/docs/scripting/functions/RedirectDownload.md",
"repo_id": "openmultiplayer",
"token_count": 699
} | 302 |
---
title: SendClientCheck
description: Perform a memory check on the client.
tags: []
---
## Description
Perform a memory check on the client.
| Name | Description |
| ------------- | --------------------------------- |
| playerid | The ID of the player to check. |
| type | The type of check to perform. |
| memoryAddress | The base address to check. |
| memoryOffset | The offset from the base address. |
| byteCount | The number of bytes to check. |
## Returns
1: The function was executed successfully.
0: The function failed to execute. The player is not connected.
## Examples
```c
public OnPlayerConnect(playerid)
{
SendClientCheck(playerid, 0x48, 0, 0, 2);
return 1;
}
public OnClientCheckResponse(playerid, actionid, memaddr, retndata)
{
if (actionid == 0x48) // or 72
{
print("WARNING: The player doesn't seem to be using a regular computer!");
Kick(playerid);
}
return 1;
}
```
## Notes
:::tip
- There are 6 types of requests that the client processes (2, 5, 69, 70, 71, 72)
- Type 72 doesn't use any of the other arguments [arg | offset | size].
- The arg returns the uptime of the computer.
:::
:::warning
**SA:MP Server**: This function only works when it is in a filterscript.
**Open Multiplayer Server**: This functions normally inside a gamemode / filterscript.
:::
## Related Functions
- [IsPlayerUsingOfficialClient](IsPlayerUsingOfficialClient): Check if the player is using the official SA-MP client.
## Related Callbacks
- [OnClientCheckResponse](../callbacks/OnClientCheckResponse): called when a SendClientCheck request completes.
| openmultiplayer/web/docs/scripting/functions/SendClientCheck.md/0 | {
"file_path": "openmultiplayer/web/docs/scripting/functions/SendClientCheck.md",
"repo_id": "openmultiplayer",
"token_count": 554
} | 303 |
---
title: SetActorInvulnerable
description: Toggle an actor's invulnerability.
tags: ["actor"]
---
<VersionWarn version='SA-MP 0.3.7' />
## Description
Toggle an actor's invulnerability.
| Name | Description |
| ----------------- | ------------------------------------------------------------------ |
| actorid | The ID of the actor to set invulnerability. |
| bool:invulnerable | 'false' to make them vulnerable, 'true' to make them invulnerable. |
## Returns
**true** - Success
**false** - Failure (i.e. Actor is not created).
## Examples
```c
new gMyActor;
public OnGameModeInit()
{
gMyActor = CreateActor(179, 316.1, -134.0, 999.6, 90.0); // Actor as a salesperson in Ammunation.
SetActorInvulnerable(gMyActor, true);
return 1;
}
```
## Notes
:::warning
Once set invulnerable, the actor does not call [OnPlayerGiveDamageActor](OnPlayerGiveDamageActor). Players will have actor's invulnerability state changed only when it is restreamed to them.
:::
## Related Functions
- [IsActorInvulnerable](IsActorInvulnerable): Check if an actor is invulnerable.
| openmultiplayer/web/docs/scripting/functions/SetActorInvulnerable.md/0 | {
"file_path": "openmultiplayer/web/docs/scripting/functions/SetActorInvulnerable.md",
"repo_id": "openmultiplayer",
"token_count": 421
} | 304 |
---
title: SetObjectNoCameraCol
description: Disable collisions between players' cameras and the specified object.
tags: ["camera"]
---
<VersionWarn version='SA-MP 0.3.7' />
## Description
Disable collisions between players' cameras and the specified object.
| Name | Description |
| -------- | ----------------------------------------------------- |
| objectid | The ID of the object to disable camera collisions on. |
## Returns
1: The function was executed successfully.
0: The function failed to execute. The object specified does not exist.
## Examples
```c
public OnObjectMoved(objectid)
{
new Float:objX, Float:objY, Float:objZ;
GetObjectPos(objectid, objX, objY, objZ);
if (objX >= 3000.0 || objY >= 3000.0 || objX <= -3000.0 || objY <= -3000.0)
{
SetObjectNoCameraCol(objectid);
}
return 1;
}
```
## Notes
:::tip
This only works outside the map boundaries (past -3000/3000 units on the x and/or y axis).
:::
## Related Functions
- [SetPlayerObjectNoCameraCol](SetPlayerObjectNoCameraCol): Disables collisions between camera and player object.
| openmultiplayer/web/docs/scripting/functions/SetObjectNoCameraCol.md/0 | {
"file_path": "openmultiplayer/web/docs/scripting/functions/SetObjectNoCameraCol.md",
"repo_id": "openmultiplayer",
"token_count": 382
} | 305 |
---
title: SetPlayerMapIcon
description: Place an icon/marker on a player's map.
tags: ["player"]
---
## Description
Place an icon/marker on a player's map. Can be used to mark locations such as banks and hospitals to players.
| Name | Description |
| ------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------- |
| playerid | The ID of the player to set the map icon for. |
| iconid | The player's icon ID, ranging from 0 to 99. This means there is a maximum of 100 map icons. ID can be used in [RemovePlayerMapIcon](RemovePlayerMapIcon). |
| Float:x | The X coordinate to place the map icon at. |
| Float:y | The Y coordinate to place the map icon at. |
| Float:z | The Z coordinate to place the map icon at. |
| markerType | The [icon](../resources/mapicons) to set. |
| colour | The color of the icon, as an integer or hex in RGBA color format. This should only be used with the square icon (ID: 0). |
| MAPICON:style | The [style](../resources/mapiconstyles) of icon. |
## Returns
**true** - The function executed successfully.
**false** - The function failed to execute. Player is not connected.
## Examples
```c
public OnPlayerConnect(playerid)
{
// This example demonstrates how to create a dollar-icon on top of a 24/7 located
// in Las Venturas. This way new players know where to go with their money!
SetPlayerMapIcon(playerid, 12, 2204.9468, 1986.2877, 16.7380, 52, 0, MAPICON_LOCAL);
}
```
## Notes
:::tip
- If you use an invalid marker type, it will create ID 1 (White Square ).
- If you use an icon ID that is already in use, it will replace the current map icon using that ID.
:::
:::warning
- You can only have 100 map icons. To circumvent this limit, you can use the [streamer](https://github.com/samp-incognito/samp-streamer-plugin) plugin.
- Marker type 1 (), 2 (), 4 (), and 56 () will cause your game to crash if you have map legends enabled while viewing the map.
:::
## Related Functions
- [RemovePlayerMapIcon](RemovePlayerMapIcon): Remove a map icon for a player.
- [SetPlayerMarkerForPlayer](SetPlayerMarkerForPlayer): Set a player's marker.
## Related Resources
- [Map Icons](../resources/mapicons): A list of map icons.
- [Map Icon Styles](../resources/mapiconstyles): A list of map icon styles.
| openmultiplayer/web/docs/scripting/functions/SetPlayerMapIcon.md/0 | {
"file_path": "openmultiplayer/web/docs/scripting/functions/SetPlayerMapIcon.md",
"repo_id": "openmultiplayer",
"token_count": 1609
} | 306 |
---
title: SetPlayerRaceCheckpoint
description: Creates a race checkpoint.
tags: ["player", "checkpoint", "racecheckpoint"]
---
## Description
Creates a race checkpoint. When the player enters it, the OnPlayerEnterRaceCheckpoint callback is called.
| Name | Description |
|---------------|----------------------------------------------------------------|
| playerid | The ID of the player to set the checkpoint for |
| CP_TYPE:type | [Type of race checkpoint](../resources/race-checkpoint-types) |
| Float:centreX | X-Coordinate |
| Float:centreY | Y-Coordinate |
| Float:centreZ | Z-Coordinate |
| Float:nextX | X-Coordinate of the next point, for the arrow facing direction |
| Float:nextY | Y-Coordinate of the next point, for the arrow facing direction |
| Float:nextZ | Z-Coordinate of the next point, for the arrow facing direction |
| Float:radius | Size (diameter) of the checkpoint |
## Returns
**true** - The function executed successfully.
**false** - The function failed to execute. This means the player specified does not exist.
## Examples
```c
SetPlayerRaceCheckpoint(playerid, CP_TYPE_GROUND_NORMAL, 644.3091, 1767.0223, 4.9970, 650.6734, 1812.0367, 4.9970, 3.0);
```
Another example:
```c
//from Yagu's race filterscript, (c) by Yagu
public SetRaceCheckpoint(playerid, Airrace, target, next)
{
if (next == -1 && Airrace == 0)
{
SetPlayerRaceCheckpoint(playerid, CP_TYPE_GROUND_FINISH, RaceCheckpoints[target][0], RaceCheckpoints[target][1], RaceCheckpoints[target][2], 0.0, 0.0, 0.0, CPsize);
}
else if (next == -1 && Airrace == 1)
{
SetPlayerRaceCheckpoint(playerid, CP_TYPE_AIR_FINISH, RaceCheckpoints[target][0], RaceCheckpoints[target][1], RaceCheckpoints[target][2], 0.0, 0.0, 0.0, CPsize);
}
else if (Airrace == 1)
{
SetPlayerRaceCheckpoint(playerid, CP_TYPE_AIR_NORMAL, RaceCheckpoints[target][0], RaceCheckpoints[target][1], RaceCheckpoints[target][2], RaceCheckpoints[next][0], RaceCheckpoints[next][1], RaceCheckpoints[next][2], CPsize);
}
else
{
SetPlayerRaceCheckpoint(playerid, CP_TYPE_GROUND_NORMAL, RaceCheckpoints[target][0], RaceCheckpoints[target][1], RaceCheckpoints[target][2], RaceCheckpoints[next][0], RaceCheckpoints[next][1], RaceCheckpoints[next][2], CPsize);
}
}
```
## Notes
:::warning
Race checkpoints are asynchronous, meaning only one can be shown at a time. To 'stream' race checkpoints (only show them when players are close enough), use a race checkpoint streamer.
:::
## Related Functions
- [SetPlayerCheckpoint](SetPlayerCheckpoint): Create a checkpoint for a player.
- [DisablePlayerCheckpoint](DisablePlayerCheckpoint): Disable the player's current checkpoint.
- [IsPlayerInCheckpoint](IsPlayerInCheckpoint): Check if a player is in a checkpoint.
- [DisablePlayerRaceCheckpoint](DisablePlayerRaceCheckpoint): Disable the player's current race checkpoint.
- [GetPlayerRaceCheckpoint](GetPlayerRaceCheckpoint): Get the location of the current race checkpoint.
- [IsPlayerInRaceCheckpoint](IsPlayerInRaceCheckpoint): Check if a player is in a race checkpoint.
- [IsPlayerRaceCheckpointActive](IsPlayerRaceCheckpointActive): Check if the player currently has a race checkpoint visible.
## Related Callbacks
- [OnPlayerEnterCheckpoint](../callbacks/OnPlayerEnterCheckpoint): Called when a player enters a checkpoint.
- [OnPlayerLeaveCheckpoint](../callbacks/OnPlayerLeaveCheckpoint): Called when a player leaves a checkpoint.
- [OnPlayerEnterRaceCheckpoint](../callbacks/OnPlayerEnterRaceCheckpoint): Called when a player enters a race checkpoint.
- [OnPlayerLeaveRaceCheckpoint](../callbacks/OnPlayerLeaveRaceCheckpoint): Called when a player leaves a race checkpoint.
## Related Resources
- [Types of race checkpoints](../resources/race-checkpoint-types).
| openmultiplayer/web/docs/scripting/functions/SetPlayerRaceCheckpoint.md/0 | {
"file_path": "openmultiplayer/web/docs/scripting/functions/SetPlayerRaceCheckpoint.md",
"repo_id": "openmultiplayer",
"token_count": 1406
} | 307 |
---
title: SetServerRule
description: Add a server rule.
tags: ["rule"]
---
<VersionWarn version='omp v1.1.0.2612' />
## Description
Add a server rule.
## Parameters
| Name | Description |
| ----------------- | ----------------------------------------------------------- |
| const rule[] | The server rule name to add. |
| const format[] | The server rule value. |
| OPEN_MP_TAGS:... | Indefinite number of arguments of any tag. |
## Returns
Returns true if the function executed successfully, otherwise false.
## Examples
```c
public OnGameModeInit()
{
SetServerRule("discord", "discord.gg/samp");
return 1;
}
```
## Notes
:::tip
This function is the same as [AddServerRule](AddServerRule).
:::
## Related Functions
- [RemoveServerRule](RemoveServerRule): Remove the server rule.
- [IsValidServerRule](IsValidServerRule): Checks if the given server rule is valid.
| openmultiplayer/web/docs/scripting/functions/SetServerRule.md/0 | {
"file_path": "openmultiplayer/web/docs/scripting/functions/SetServerRule.md",
"repo_id": "openmultiplayer",
"token_count": 419
} | 308 |
---
title: SetVehicleParamsSirenState
description: Turn the siren for a vehicle on or off.
tags: ["vehicle"]
---
<VersionWarn version='omp v1.1.0.2612' />
## Description
Turn the siren for a vehicle on or off.
## Parameters
| Name | Description |
|--------------|-------------------------------|
| vehicleid | The ID of the vehicle. |
| bool:enabled | **true**: On - **false**: Off |
## Examples
```c
SetVehicleParamsSirenState(vehicleid, true);
```
## Related Functions
- [GetVehicleParamsSirenState](GetVehicleParamsSirenState): Returns a vehicle's siren state (on/off).
- [GetVehicleSirenState](GetVehicleSirenState): Gets the siren state of the vehicle.
- [GetPlayerSirenState](GetPlayerSirenState): Gets the siren state of the player's vehicle.
| openmultiplayer/web/docs/scripting/functions/SetVehicleParamsSirenState.md/0 | {
"file_path": "openmultiplayer/web/docs/scripting/functions/SetVehicleParamsSirenState.md",
"repo_id": "openmultiplayer",
"token_count": 276
} | 309 |
---
title: ShowPlayerMarkers
description: Toggles player markers (blips on the radar).
tags: ["player"]
---
## Description
Toggles player markers (blips on the radar). Must be used when the server starts (OnGameModeInit). For other times, see [SetPlayerMarkerForPlayer](SetPlayerMarkerForPlayer).
| Name | Description |
| ------------------------ | ------------------------------------------------------------------------------------------------------------------------------- |
| PLAYER_MARKERS_MODE:mode | The [mode](../resources/markermodes) to use for markers. They can be streamed, meaning they are only visible to nearby players. |
## Returns
This function does not return any specific values.
## Examples
```c
public OnGameModeInit()
{
// Player markers only visible to nearby players
ShowPlayerMarkers(PLAYER_MARKERS_MODE_STREAMED);
}
```
## Marker Modes
| ID | MODE |
| --- | ---------------------------- |
| 0 | PLAYER_MARKERS_MODE_OFF |
| 1 | PLAYER_MARKERS_MODE_GLOBAL |
| 2 | PLAYER_MARKERS_MODE_STREAMED |
## Notes
:::tip
It is also possible to set a player's color to a color that has full transparency (no alpha value). This makes it possible to show markers on a per-player basis.
:::
## Related Functions
- [SetPlayerMarkerForPlayer](SetPlayerMarkerForPlayer): Set a player's marker.
- [LimitPlayerMarkerRadius](LimitPlayerMarkerRadius): Limit the player marker radius.
- [ShowNameTags](ShowNameTags): Set nametags on or off.
- [SetPlayerColor](SetPlayerColor): Set a player's color.
## Related Resources
- [Marker Modes](../resources/markermodes)
| openmultiplayer/web/docs/scripting/functions/ShowPlayerMarkers.md/0 | {
"file_path": "openmultiplayer/web/docs/scripting/functions/ShowPlayerMarkers.md",
"repo_id": "openmultiplayer",
"token_count": 617
} | 310 |
---
title: TextDrawBoxColour
description: Adjusts the text box colour (only used if TextDrawUseBox 'enableBox' parameter is 'true').
tags: ["textdraw"]
---
<VersionWarn version='omp v1.1.0.2612' />
## Description
Adjusts the text box colour (only used if TextDrawUseBox 'enableBox' parameter is 'true').
| Name | Description |
| ----------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Text:textid | The TextDraw to change |
| boxColour | The colour. Opacity is set by the alpha intensity of colour (eg. colour 0x000000FF has a solid black box opacity, whereas 0x000000AA has a semi-transparent black box opacity). |
## Returns
This function does not return any specific values.
## Examples
```c
new Text:gMyTextdraw;
public OnGameModeInit()
{
gMyTextdraw = TextDrawCreate(123.0, 123.0, "Example");
TextDrawUseBox(gMyTextdraw, true);
TextDrawBoxColour(gMyTextdraw, 0xFFFFFFFF);
return 1;
}
```
## Notes
:::tip
If you want to change the boxcolour 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.
- [TextDrawColour](TextDrawColour): Set the colour of the text in a textdraw.
- [TextDrawBackgroundColour](TextDrawBackgroundColour): Set the background colour of a textdraw.
- [TextDrawAlignment](TextDrawAlignment): Set the alignment of a textdraw.
- [TextDrawFont](TextDrawFont): Set the font of a textdraw.
- [TextDrawLetterSize](TextDrawLetterSize): Set the letter size of the text in a textdraw.
- [TextDrawTextSize](TextDrawTextSize): Set the size of a textdraw box.
- [TextDrawSetOutline](TextDrawSetOutline): Choose whether the text has an outline.
- [TextDrawSetShadow](TextDrawSetShadow): Toggle shadows on a textdraw.
- [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/TextDrawBoxColour.md/0 | {
"file_path": "openmultiplayer/web/docs/scripting/functions/TextDrawBoxColour.md",
"repo_id": "openmultiplayer",
"token_count": 1081
} | 311 |
---
title: TextDrawGetPos
description: Gets the position of a textdraw.
tags: ["textdraw"]
---
<VersionWarn version='omp v1.1.0.2612' />
## Description
Gets the position (in-screen x & y) of a textdraw.
| Name | Description |
| ----------- | ----------------------------------------------------------------------- |
| Text:textid | The ID of the textdraw to get the position of. |
| &Float:x | A float variable into which to store X coordinate, passed by reference. |
| &Float:y | A float variable into which to store Y coordinate, passed by reference. |
## Examples
```c
new Text:gMyTextdraw;
public OnGameModeInit()
{
gMyTextdraw = TextDrawCreate(100.0, 33.0, "Example TextDraw");
new Float:x, Float:y;
TextDrawGetPos(gMyTextdraw, x, y);
// The `x` will be '100.0' and `y` will be '33.0'
return 1;
}
```
## Related Functions
- [TextDrawCreate](TextDrawCreate): Create a textdraw.
- [TextDrawDestroy](TextDrawDestroy): Destroy a textdraw.
- [TextDrawSetPos](TextDrawSetPos): Sets the position of a textdraw.
- [TextDrawColor](TextDrawColor): Set the color of the text in a textdraw.
- [TextDrawBoxColor](TextDrawBoxColor): Set the color of the box in a textdraw.
- [TextDrawBackgroundColor](TextDrawBackgroundColor): Set the background color of a textdraw.
- [TextDrawAlignment](TextDrawAlignment): Set the alignment of a textdraw.
- [TextDrawFont](TextDrawFont): Set the font of a textdraw.
- [TextDrawLetterSize](TextDrawLetterSize): Set the letter size of the text in a textdraw.
- [TextDrawTextSize](TextDrawTextSize): Set the size of a textdraw box.
- [TextDrawSetOutline](TextDrawSetOutline): Choose whether the text has an outline.
- [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/TextDrawGetPos.md/0 | {
"file_path": "openmultiplayer/web/docs/scripting/functions/TextDrawGetPos.md",
"repo_id": "openmultiplayer",
"token_count": 785
} | 312 |
---
title: TextDrawSetPreviewModel
description: Set the model for a textdraw model preview.
tags: ["textdraw"]
---
## Description
Set the model for a textdraw model preview.
| Name | Description |
| ----------- | ------------------------------------------------- |
| Text:textid | The textdraw id that will display the 3D preview. |
| model | The GTA SA or SA:MP model ID to display. |
## Returns
This function does not return any specific values.
## Examples
```c
new Text:gMyTextdraw;
public OnGameModeInit()
{
gMyTextdraw = TextDrawCreate(320.0, 240.0, "_");
TextDrawFont(gMyTextdraw, TEXT_DRAW_FONT_MODEL_PREVIEW);
TextDrawUseBox(gMyTextdraw, true);
TextDrawBoxColor(gMyTextdraw, 0x000000FF);
TextDrawTextSize(gMyTextdraw, 40.0, 40.0);
TextDrawSetPreviewModel(gMyTextdraw, 411); // Display model 411 (Infernus)
// TextDrawSetPreviewModel(gMyTextdraw, 1); // Display model 1 (CJ Skin)
// TextDrawSetPreviewModel(gMyTextdraw, 18646); // Display model 18646 (Police light object)
// You still have to use TextDrawShowForAll/TextDrawShowForPlayer to make the textdraw visible.
return 1;
}
```
## Notes
:::tip
Use [TextDrawBackgroundColor](TextDrawBackgroundColor) to set the background color behind the model.
:::
:::warning
The textdraw MUST use the font type `TEXT_DRAW_FONT_MODEL_PREVIEW` in order for this function to have effect.
:::
## Related Functions
- [TextDrawGetPreviewModel](TextDrawGetPreviewModel): Gets the preview model of a 3D preview textdraw.
- [TextDrawSetPreviewRot](TextDrawSetPreviewRot): Set rotation of a 3D textdraw preview.
- [TextDrawSetPreviewVehCol](TextDrawSetPreviewVehCol): Set the colours of a vehicle in a 3D textdraw preview.
- [TextDrawFont](TextDrawFont): Set the font of a textdraw.
- [PlayerTextDrawSetPreviewModel](PlayerTextDrawSetPreviewModel): Set model ID of a 3D player textdraw preview.
## Related Callbacks
- [OnPlayerClickTextDraw](../callbacks/OnPlayerClickTextDraw): Called when a player clicks on a textdraw.
| openmultiplayer/web/docs/scripting/functions/TextDrawSetPreviewModel.md/0 | {
"file_path": "openmultiplayer/web/docs/scripting/functions/TextDrawSetPreviewModel.md",
"repo_id": "openmultiplayer",
"token_count": 685
} | 313 |
---
title: TogglePlayerControllable
description: Toggles whether a player can control their character or not.
tags: ["player"]
---
## Description
Toggles whether a player can control their character or not. The player will also be unable to move their camera.
| Name | Description |
| ----------------- | ---------------------------------------------------------------------- |
| playerid | The ID of the player to toggle the controllability of |
| bool:controllable | 'false' to make them uncontrollable, 'true' to make them controllable. |
## Returns
**true** - The function executed successfully.
**false** - The function failed to execute. The player specified does not exist.
## Examples
```c
public OnPlayerCommandText(playerid, cmdtext[])
{
// Freezes a player when they types /freezeme
if (strcmp(cmdtext, "/freezeme", true) == 0)
{
TogglePlayerControllable(playerid, false);
return 1;
}
// Unfreezes a player when they types /unfreezeme
if (strcmp(cmdtext, "/unfreezeme", true) == 0)
{
TogglePlayerControllable(playerid, true);
return 1;
}
return 0;
}
```
## Related Functions
- [IsPlayerControllable](IsPlayerControllable): Check if the player is controllable.
| openmultiplayer/web/docs/scripting/functions/TogglePlayerControllable.md/0 | {
"file_path": "openmultiplayer/web/docs/scripting/functions/TogglePlayerControllable.md",
"repo_id": "openmultiplayer",
"token_count": 498
} | 314 |
---
title: argcount
description: Get the number of arguments passed to the script (those after --).
tags: ["arguments", "args"]
---
## Description
Get the number of arguments passed to the script (those after **--**).
## Returns
The number of arguments passed directly to the script.
## Related Functions
- [argindex](argindex): Get the name of the argument at the given index after --.
- [argstr](argstr): Get the string value of an argument by name.
- [argvalue](argvalue): Get the number of arguments passed to the script (those after --).
| openmultiplayer/web/docs/scripting/functions/argcount.md/0 | {
"file_path": "openmultiplayer/web/docs/scripting/functions/argcount.md",
"repo_id": "openmultiplayer",
"token_count": 144
} | 315 |
---
title: fblockwrite
description: Write data to a file in binary format, while ignoring line brakes and encoding.
tags: ["file management"]
---
<LowercaseNote />
## Description
Write data to a file in binary format, while ignoring line brakes and encoding.
| Name | Description |
| ---------------------- | ------------------------------------------ |
| File:handle | The File handle to use, opened by fopen(). |
| const buffer[] | The data to write to the file. |
| size = sizeof (buffer) | The number of cells to write. |
## Returns
This function does not return any specific values.
## Examples
```c
// Define "some_enum"
enum _:some_enum
{
some_data1,
some_data2[20],
Float:some_data3
}
// Declare "some_data"
new some_data[some_enum];
// ...
// Open "file.bin" in "write only" mode
new File:handle = fopen("file.bin", io_write);
// Check, if "file.bin" is open
if (handle)
{
// Success
// Write "some_data" into "file.bin"
fblockwrite(handle, some_data);
// Close "file.bin"
fclose(handle);
}
else
{
// Error
print("Failed to open \"file.bin\".");
}
```
## 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.
- [fread](fread): Read a file.
- [fputchar](fputchar): Put a character in a file.
- [fgetchar](fgetchar): Get a character from 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/fblockwrite.md/0 | {
"file_path": "openmultiplayer/web/docs/scripting/functions/fblockwrite.md",
"repo_id": "openmultiplayer",
"token_count": 876
} | 316 |
---
title: floatlog
description: This function allows you to get the logarithm of a float value.
tags: ["math", "floating-point"]
---
<LowercaseNote />
## Description
This function allows you to get the logarithm of a float value.
| Name | Description |
| ----------- | ---------------------------------------- |
| Float:value | The value of which to get the logarithm. |
| Float:base | The logarithm base. |
## Returns
The logarithm as a float value.
## Examples
```c
public OnGameModeInit()
{
printf("The logarithm of 15.0 with the base 10.0 is %.1f", floatlog(15.0, 10.0));
return 1;
}
```
## Related Functions
- [floatsqroot](floatsqroot): Calculate the square root of a floating point value.
- [floatpower](floatpower): Raises given value to a power of exponent.
| openmultiplayer/web/docs/scripting/functions/floatlog.md/0 | {
"file_path": "openmultiplayer/web/docs/scripting/functions/floatlog.md",
"repo_id": "openmultiplayer",
"token_count": 308
} | 317 |
---
title: fseek
description: Change the current position in the file.
tags: ["file management"]
---
<LowercaseNote />
## Description
Change the current position in the file. You can either seek forward or backward through the file.
| Name | Description |
| --------------------------------------------------- | --------------------------------------------------------------------------- |
| File:handle | The file handle to use. Returned by fopen. |
| position | The new position in the file, relative to the parameter whence (see below). |
| [seek_whence:whence](../resources/file-seek-whence) | The starting position to which parameter position relates. |
## Returns
The new position; relative to the start of the file.
## Examples
```c
// Open "file.txt" in "read only" mode
new File:handle = fopen("file.txt", io_read);
// If "file.txt" is open
if (handle)
{
// Success
// Jump to the 1st byte of "file.txt", and print its position
printf("Begin of file position: %d", fseek(handle, 0, seek_start));
// Jump to the last byte of "file.txt", and print its position
printf("End of file position: %d", fseek(handle, 0, seek_end));
// Jump to the same byte of "file.txt", and print its position
printf("Currrent file position: %d", fseek(handle, 0, seek_current));
// Close "file.txt"
fclose(handle);
}
else
{
// Error
print("Failed to open \"file.txt\".");
}
```
## 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.
- [fread](fread): Read a file.
- [fputchar](fputchar): Put a character in a file.
- [fgetchar](fgetchar): Get a character from a file.
- [fblockwrite](fblockwrite): Write blocks of data into a file.
- [fblockread](fblockread): Read blocks of data from a file.
- [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.
## Related Resources
- [File Seek Whence](../resources/file-seek-whence)
| openmultiplayer/web/docs/scripting/functions/fseek.md/0 | {
"file_path": "openmultiplayer/web/docs/scripting/functions/fseek.md",
"repo_id": "openmultiplayer",
"token_count": 1101
} | 318 |
---
title: memcpy
description: Copy bytes from one location to another.
tags: ["string"]
---
<LowercaseNote />
## Description
Copy bytes from one location to another.
| Name | Description |
| ------------------------- | ------------------------------------------------------------------------------------- |
| dest[] | An array into which the bytes from source are copied in. |
| const source[] | The source array. |
| index = 0 | The start index in bytes in the destination array where the data should be copied to. |
| numbytes | The number of bytes (not cells) to copy. |
| maxlength = sizeof (dest) | The maximum number of cells that fit in the destination buffer. |
## Returns
**true** on success, **false** on failure.
## Examples
```c
// Concatenate two strings with memcpy
new
destination[64] = "This is ",
source[] = "a string in a 32 Bit Array";
memcpy(destination, source, strlen(destination) * 4, sizeof source * 4, sizeof destination);
print(destination);
// Output: This is a string in a 32 Bit Array
```
## Related Functions
- [strcmp](strcmp): Compare two strings to see if they are the same.
- [strfind](strfind): Search for a substring in a string.
- [strdel](strdel): Delete part/all of a string.
- [strins](strins): Put a string into another string.
- [strlen](strlen): Check the length of a string.
- [strmid](strmid): Extract characters from a string.
- [strpack](strpack): Pack a string into a destination.
- [strval](strval): Find the value of a string.
- [strcat](strcat): Concatenate two strings.
| openmultiplayer/web/docs/scripting/functions/memcpy.md/0 | {
"file_path": "openmultiplayer/web/docs/scripting/functions/memcpy.md",
"repo_id": "openmultiplayer",
"token_count": 753
} | 319 |
---
title: strequal
description: Compares two strings to see if they are the same.
tags: ["string"]
---
<VersionWarn version='omp v1.1.0.2612' />
<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
**true** if the strings match each other on given length, **false** otherwise.
## Examples
```c
new string1[] = "Hello World";
new string2[] = "Hello World";
// Check if the strings are the same
if (strequal(string1, string2))
{
print("Strings are equal.");
}
else
{
print("Strings are not equal.");
}
```
## Notes
:::tip
This is a conveniece function that depends on [strcmp](strcmp).
:::
## Related Functions
- [strcmp](strcmp): Search for a string in another string.
| openmultiplayer/web/docs/scripting/functions/strequal.md/0 | {
"file_path": "openmultiplayer/web/docs/scripting/functions/strequal.md",
"repo_id": "openmultiplayer",
"token_count": 811
} | 320 |
---
title: "Keywords: Directives"
---
Directives are instructions passed to the compiler to control how it interprets your source code.
## `#assert`
This checks if constant expression is true and if not halts the compile.
```c
#define MOO 10
#assert MOO > 5
```
This will compile fine.
```c
#define MOO 1
#assert MOO > 5
```
That won't and will give a fatal error. This is similar to:
```c
#define MOO 1
#if MOO <= 5
#error MOO check failed
#endif
```
However assert will give an error of:
```
Assertation failed: 1 > 5
```
Wheras the second will give an error of:
```
User error: Moo check failed
```
Which may or may not be helpful.
## `#define`
`#define` is a text replacement directive, wherever the first symbol of the define is found the rest of it will be placed.
```c
#define MOO 7
printf("%d", MOO);
```
Will be changed to:
```c
printf("%d", 7);
```
This is why all defines are lost in decompilation as they don't exist when the code is compiled (all directives are pre-processed). Defines don't have to contain numbers:
```c
#define PL new i = 0; i < MAX_PLAYERS; i++) if (IsPlayerConnected(i)
for(PL) printf("%d connected", i);
```
Will compile to the player loop we all know and love (despise). Notice how the brackets are used here, some from the for and some from the define macro(the replacement).
Another little known fact about defines is that they can be multi-line if you escape the new line. Generally a new line ends the define however the following is valid:
```c
#define PL \
new i = 0; i < MAX_PLAYERS; i++) \
if (IsPlayerConnected(i)
printf("%d", MOO(6));
```
That will output 42 (no, not chosen randomly). Notice the excessive brackets in the define? This is because defines are straight text replacements so that will compile as:
```c
printf("%d", ((6) * 7));
```
That's fine as it is but let's take this example:
```c
printf("%d", MOO(5 + 6));
```
You would expect that to compile to output 77 ((5 + 6) \* 7) and with the brackets it will, however without the brackets you have:
```c
#define MOO(%0) \
%0 * 7
printf("%d", MOO(5 + 6));
```
Which converts to:
```c
printf("%d", MOO(5 + 6 * 7));
```
Which, due to the order of operations, compules as (5 + (6 \* 7)), whiche is 47 and very wrong. One interesting fact about the parameters is that if you have too many, the last one is all the extra ones. So doing:
```c
#define PP(%0,%1) \
printf(%0, %1)
PP(%s %s %s, "hi", "hello", "hi");
```
Will infact print:
```
hi hello hi
```
As `%1` contains "hi", "hello", "hi". You may have also noticed the use of `#` to convert a literal into a string. This is a SA-MP only feature and can be useful. It was just added here to give a disting distinguishing between the parameters.
## `#else`
`#else` is like else, but for #if instead of if.
## `#elseif`
`#elseif` is like else if but for #if.
```c
#define MOO 10
#if MOO == 9
printf("if");
#elseif MOO == 8
printf("else if");
#else
printf("else");
#endif
```
## `#emit`
This directive is unlisted in the pawn-lang.pdf table however does exist. It is basically an inline compiler. If you know AMX you can use this to put AMX opcodes directly into your code. The one limitation is that is allows only one argument. Syntax: `#emit <opcode> <argument>`. `<argument>` can be a rational number, integer or (local or global) symbol(variables, functions and labels). The list of opcodes and their meaning can be found in Pawn Toolkit ver. 3664.
## `#endif`
`#endif` is like a close brace for if. #if doesn't use braces, everything is conditionally added up to the corresponding #endif.
## `#endinput, #endscript`
This stops the inclusion of a single file.
## `#error`
This halts the compiler instantly and gives a custom error message. See #assert for an example.
## `#if`
`#if` is to the proprocessor what if is to code. You can choose exactly what to compile and what not to from here. For example consider the following code:
```c
#define LIMIT 10
if (LIMIT < 10)
{
printf("Limit too low");
}
```
That will compile as:
```c
if (10 < 10)
{
printf("Limit too low");
}
```
Which will clearly never be true and the compiler knows it - so it tells you so, giving you a "constant expression" warning. The question is, if it will never be true what's the point of including it at all? You could just remove the code but then there will be no checks if someone changes LIMIT and recompiles. This is what #if is for. Unlike normal if which gives a warning if the expression is constant, #if expressions MUST be constant. So:
```c
#define LIMIT 10
#if LIMIT < 10
#error Limit too low
#endif
```
That will check that the limit is not too small when you compile and if it is will give a compile time error, rather than you having to test the mode to see if there's something wrong. This also means that no excess code is generated. Note the lack of brackets too, you can use them, and may need them in more complex expressions, but they're not required.
Here's another example:
```c
#define LIMIT 10
if (LIMIT < 10)
{
printf("Limit less than 10");
}
else
{
printf("Limit equal to or above 10");
}
```
Again this is a constant check, which will give a warning, but both prints will be compiled when we KNOW only one will ever run. Using #if this becomes:
```c
#define LIMIT 10
#if LIMIT < 10
printf("Limit less than 10");
#else
printf("Limit equal to or above 10");
#endif
```
That way only the printf which is required will be compiled and the other one will still be in your source code incase they change LIMIT and recompile, but won't be included in the code as it's not needed. This way also means the pointless if isn't run every time your code is run, which is always good.
## `#include`
This takes all the code from a specified file and inserts it into your code at the point at which the include line is. There are two types of include: relative and system (I just made those terms up, if you have better ones please say). Relative includes use double quotes around the filename and are located relative to the current file, so:
```c
#include "me.pwn"
```
would include the file "me.pwn" from the same directory as the file including that file. The other type, system, includes the file from the "include" directory that is located either in same directory as is Pawn compiler or parent directory(paths:"include","../include"):
```c
#include "<me>"
```
Would include the file "me.inc" (note the lack of extension, you can specify one if the file is not .p (not .pwn) or .inc) from the pawno/include directory (assuming you're using pawno).
Both these types can take directories:
```c
#include "folder/me.pwn"
```
```c
#include <folder/me>
```
Both of those will include a file one directory down from their respective default directories. If the file does not exist compile fails instantly.
## `#pragma`
This is one of the most complex directives. It has a number of options to control how your script works. An example setting would look like:
```c
#pragma ctrlchar '$'
```
That changes the escape character from \ to $, so a new line, instead of being "\r\n" (windows CR-LF) would be "$r\$n". Many of the options are designed to control amx compilation for embedded systems and so limit things which are really almost unlimited on a PC, they are all listed in pawn-lang.pdf but only selected ones relevant to SA:MP are here:
| Name | Values | Description |
| ---------- | ----------------------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| codepage | name/value | Sets the Unicode codepage to use for strings. |
| compress | 1/0 | Unsupported in SA-MP - don't try to use it. |
| deprecated | symbol | Generated a warning if the given symbol is used to tell people there's a better version available. |
| dynamic | value(generally a power of 2) | Sets the size of memory (in cells) assigned to the stack and heap. Required if you get excess memory usage warning after compilation. (A weird table after the compiler copyright line) |
| library | dll name | Widley incorrectly used in SA-MP. This specifies the dll to get the native functions defined in the file it is from. It does not define a file **as** a library. |
| pack | 1/0 | Swap the meanings of !"" and "". See pawn-lang.pdf for more information on packed strings. |
| tabsize | value | Another widely misused setting. This should be used to set the size of a tab to avoid compiler warnings which are wrong due to spaces and tabs being used interchangably. This is set to 4 in SA:MP as that is the size of a tab in pawno. Setting this to 0 will surpress all your indentation warnings but is highly unadvised as it allows entirely unreadable code. |
| unused | symbol | Like deprecated this appears after the symbol you wish to surpress the "symbol is never used" warning for. Generally the preferred method of doing this is by using stock however this is not always applicable (e.g. function parameters cannot not be compiled). |
### Deprecated
```c
new
gOldVariable = 5;
#pragma deprecated gOldVariable
main() {printf("%d", gOldVariable);}
```
That will give a warning that gOldVariable should not be used anymore. This is mostly useful for functions to preserve backwards compatability while updating the API.
### `#tryinclude`
This is similar to #include but if the file doesn't exist the compilation doesn't fail. This is useful for only including features in your script if a person has the correct plugin installed (or at least the plugin include):
**myinc.inc**
```c
#if defined _MY_INC_INC
#endinput
#endif
#define _MY_INC_INC
stock MyIncFunc() {printf("Hello");}
```
**Gamemode:**
```c
#tryinclude <myinc>
main()
{
#if defined _MY_INC_INC
MyIncFunc();
#endif
}
```
That will only call MyIncFunc if the file with it in was found and compiled. This, as stated before, is good for things like IRC plugins to check if they actually have the plugin.
### `#undef`
Removes a previously defined macro or constant symbol.
```c
#define MOO 10
printf("%d", MOO);
#undef MOO
printf("%d", MOO);
```
That will fail to compile as MOO doesn't exist anymore by the time the second printf is reached.
```c
enum {
e_example = 300
};
printf("%d", e_example);
#undef e_example
printf("%d", e_example); // fatal error
```
| openmultiplayer/web/docs/scripting/language/Directives.md/0 | {
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# Directives
---
All directives must appear first on a line (they may be preceded by white space,
but not by any other characters). All directives start with the character # and
the complete instruction may not span more than one line.
**#assert** _constant expression_
Issues a compile time error if the supplied constant expression evalu-
ates to zero. The #assert directive is most useful to guard against
implementation defined constructs on which a program may depend,
such as the cell size in bits, or the number of packed characters per cell.
**#define** _pattern replacement_
Defines a text substitution macro. The pattern is matched to all lines
read from the source files; the sections that match are replaced by
the replacement texts. The pattern and the replacement texts may
contain parameters, denoted by “%0” to “%9”. See page 93 for details
and examples on text substitution.
**#emit** _opcode, parameters_
The #emit directive serves as an inline assembler. It is currently used
only for testing the abstract machine.
**#endinput & #endscript**
Closes the current file and thereby ignores
all the text below the #endinput directive.
The directive #endscript is a synonym for #endinput.
**#error**
message: Signals a “user error” with the specified message. User er-
rors are fatal errors and they serve a similar purpose as the #assert
directive.
**#file** _name_
Adjusts the name for the current file. This directive is used implicitly
by the text preprocessor; there is usually no need to set a filename
explicitly.
**#if** _constant expression_, #elseif, #else, #endif
Portions of a program may be parsed or be ignored depending on cer-
tain conditions. The pawn parser (compiler or interpreter) generates
code only for those portions for which the condition is true.
The directive #if must be followed by a constant expression. To check
whether a variable or constant is defined, use the defined operator.
Zero or more #elseif directives may follow the initial #if directive.
These blocks are skipped if any of the preceding #if or #elseif blocks
were parsed (i.e. not skipped). As with the #if directive, a constant
expression must follow the #elseif expression.
The #else causes the parser to skip all lines up to #endif if the pre-
ceding #if or any of the preceding #elseif directives were “true”, and
the parses these lines if all preceding blocks were skipped. The #else
directive may be omitted; if present, there may be only be one #else
associated with each #if.
The #endif directive terminates a program portion that is parsed con-
ditionally. Conditional directives can be nested and each #if directive
must be ended by an #endif directive.
**#include** _filename_ or _< filename >_
Inserts the contents of the specified file at the current position within
the current file. A filename between angle brackets (“<” and “>”)
refers to a system file; the pawn parser (compiler or interpreter) will
search for such files only in a preset list of directories and not in the
“current” directory. Filenames that are unquoted or that appear in
double quotes are normal include files, for which a pawn parser will
look in the currect directory first.
The pawn parser first attempts to open the file with the specified
name. If that fails, it tries appending the extensions “.inc”, “.p”
and “.pawn” to the filename (in that order). The proposed default
extension of include files is “.inc”.
When the file can be opened successfully, the #include directive de-
fines a constant with the name “_inc_” plus the base name of the
file (the filename without path and extension) and the value 1. If
the constant already exists, the #include directive skips opening and
including the file, thus preventing a double inclusion. To force a dou-
ble include, remove the constant definition with the #undef directive
before the second inclusion of the file.
**#line** _number_
The current line number (in the current file). This directive is used
implicitly by the text preprocessor; there is usually no need to set the
line number explicitly.
**#pragma** _extra information_
A “pragma” is a hook for a parser to specify additional settings, such
as warning levels or extra capabilities. Common #pragmas are:
**#pragma** align
Aligns the next declaration to the offset set with the alignment
compiler option. Some (native) functions may perform better
with parameters that are passed by reference when these are on
boundaries of 8, 16, or even 32 bytes. Alignment requirements
are dependent of the host applications.
Putting the #pragma align line in front of a declaration of a
global or a static variable aligns this variable to the bound-
ary set with the compiler option. Note that this #pragma
aligns only the variable that immediately follows the #pragma.
The alignment of subsequent variables depends on the size and
alignment of the variables that precede it. For example, if a
global array variable of 2 cells is aligned on a 16-byte boundary
and a cell is 4 bytes, the next global variable is located 8 bytes
further.
Putting the #pragma align line in front of a declaration of
a function will align the stack frame of that function to the
boundary specified earlier, with the result that the first local,
non-“static”, variable is aligned to that boundary. The align-
ment of subsequent variables depends on the size and align-
ment of the variables that precede it. In practice, to align a
local non-static variable, you must align the function’s stack
frame and declare that variable before any other variables.
**#pragma** amxlimit *value*
Sets the maximum size, in bytes, that the compiled script may
grow to. This pragma is useful for (embedded) environments
where the maximum size of a script is bound to a hard upper
limit.
If there is no setting for the amount of RAM for the data and
stack (see the pragma amxram), this refers to the total memory
requirements; if the amount of RAM is explicitly set, this value
only goves the amount of memory needed for the code and the
static data.
**#pragma** amxram *value*
Sets the maximum memory requirements, in bytes, for data
and stack that a compiled script may have. This value is is
useful for (embedded) environments where the maximum data
size of a script is bound to a hard upper limit. Especially in
the case where the pawn script runs from ROM, the sizes for
the code and data sections need both to be set.
**#pragma** codepage *name/value*
The pawn parser can translate characters in unpacked strings
and character constants to Unicode/UCS-4 “wide” characters.
This #pragma indicates the codepage that must be used for
the translation. See the section “Internationalization” on page
139 for details and required extra resources for the codepage
translation.
**#pragma** compress *value*
The pawn parser may write the generated P-code in compact
or plain (“non-compact”) encoding. The default depends on
the parser configuration (and, perhaps, user settings). This
#pragma allows the script writer to override the default and
force compact encoding (when value is non-zero) or to force
plain encoding (when value is zero). Especially toggling com-
pact encoding off (forcing plain encoding) is useful, because
the pawn parser may be unable to compile a particular script
in “compact encoding” mode.
**#pragma** ctrlchar *character*
Defines the character to use to indicate the start of a “escape sequence”.
By default, the control character is “\”.
For example
`#pragma ctrlchar ’\$’**`
You may give the new value for the control character as a char-
acter constant (between single quotes) or as a decimal or hex-
adecimal value. When you omit the value of the new control
character, the parser reverts to the default control character.
**#pragma dynamic** *value*
Sets the size, in cells, of the memory block for dynamic data
(the stack and the heap) to the value specified by the expres-
sion. The default size of the dynamic data block is implemen-
tation defined. An implementation may also choose to grow
the block on an as-needed basis (see the host program’s docu-
mentation, or the “Implementor’s Guide” for details).
**#pragma library** *name*
Sets the name of the (dynamically linked) extension module
that contains required native functions. This #pragma should
appear above native function declarations that are part of the
extension module.
The library name parameter may be absent, in which case
any subsequent native function declarations are not associated
with any extension module.
The scope of this #pragma runs from the line at which it ap-
pears until the end of the file in which it appears. In typical
usage, a #pragma library line will appear at the top of an
include file that declares native functions for an extension mod-
ule, and the scope of the library “link” ends at the end of that
include file.
**#pragma pack** *value*
If value is zero, packed literal strings start with “!"” (exclama-
tion point + double quote) and unpacked literal strings with
only a double quote (“"”), as described in this manual at page 99.
If value is non-zero, the syntax for packed and unpacked
literal strings is swapped: literal strings that start with a dou-
ble quote are packed and literal strings that start with “!"”
are unpacked.
**#pragma rational** *tagname(value)*
Enables support for rational numbers. The tagname is the
name of the tag that rational numbers will have; typically one
chooses the names “Float:” or “Fixed:”. The presence of
value in parentheses behind tagname is optional: if it is omit-
ted, a rational number is stored as a “floating point” value
according to the IEEE 754 norm; if it is present, a rational
number is a fixed precision number (“scaled integer”) with the
specified number of decimals.
**#pragma semicolon** *value*
If value is zero, no semicolon is required to end a statement if
that statement is last on a line. Semicolons are still needed to
separate multiple statements on the same line.
When semicolons are optional (the default), a postfix operator
(one of “++”, “--” and “char”) may not be the first token on
a line, as they will be interpreted as prefix operators.
**#pragma tabsize** *value*
The number of characters between two consecutive tab posi-
tions. The default value is 8. You may need to set the tab
size to avoid warning 217 (loose indentation) if the source code
is indented alternately with spaces and with tab characters.
Alternatively, by setting the “tabsize” #pragma to zero, the
parser will no longer issue warning 217.
**#pragma unused** *symbol,...*
Marks the named symbol as “used”. Normally, the pawn
parser warns about unused variables and unused local con-
stants. In most situations, these variables and constants are
redundant, and it is better to remove them for the sake of code
clarity. Especially in the case of local constants, it may, how-
ever, be better (or required) to keep the constant definitions.
This #pragma then permits to mark the symbol (variable or
constant) as “used”, and avoid a parser warning.
The #pragma must appear after the symbol declaration —but
it need not appear immediately after the declaration.
Multiple symbol names may appear in a single #pragma; the
symbols must be separated by commas.
**#section** _name_
Starts a new section for the generated code. Any variables and func-
tions that are declared “static” are only visible to the section to
which they belong. By default, each source file is a separate section
and there is only one section per file.
With the #section directive, you can create multiple sections in a
source file. The name of a section is optional, if it is not set, a unique
identifier for the source file is used for the name of the section.
Any declared section ends automatically at the end of the file.
**#tryinclude** _filename_ or _< filename >_
This directive behaves similarly as the #include directive, but it does
not give an error when the file to include does not exist —i.e., try to
include but fail silently on error.
**#undef** _name_
Removes a text substitution macro or a numeric constant declared
with const. The “name” parameter must be the macro “prefix” —the
alphanumeric part of the macro. See page 93 for details and examples
on text substitution.
---
`See also “Predefined constants” on page 102`
`Escape character: 99`
`Rational number support: 98`
`Warning messages: 161`
---
[Go Back to Contents](00-Contents.md)
| openmultiplayer/web/docs/scripting/language/reference/09-Directives.md/0 | {
"file_path": "openmultiplayer/web/docs/scripting/language/reference/09-Directives.md",
"repo_id": "openmultiplayer",
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} | 322 |
---
title: Color List
description: Colors are everywhere in SA-MP - vehicles, player names and blips, textdraws, gametext, chat, 3D texts and dialogs (as color embedding)! Below you can find information about these different things.
sidebar_label: Color List
---
## Chat text and player color
Colors in SA-MP are generally represented in hexadecimal notation (though integers can be used also). A chattext or player color looks like this: 0xRRGGBBAA.
_RR_ is the red part of the color, _GG_ the green and _BB_ the blue. _AA_ is the alpha value. If FF is used there, the color will display without transparency and if 00 is used, it will be invisible.
For the Hex code for these colors, go to the [Hex colors](hexcolors) page.
---
### Alpha values (transparency)
The following images display the effect of transparency values used with a white quare under the player marker and left to the saving floppy icon. Increments of 0x11 (decimal 17) are used for demonstration, but of course you can use any value.

---
### Doing math
Since colors are just numbers it is possible to calculate with them, although it may not always make sense. For example, it is possible to adjust the player's radar marker visibility (see above) while keeping their current color the same, regardless of what is is.
```c
SetPlayerMarkerVisibility(playerid, alpha = 0xFF)
{
new oldcolor, newcolor;
alpha = clamp(alpha, 0x00, 0xFF); // if an out-of-range value is supplied we'll fix it here first
oldcolor = GetPlayerColor(playerid); // get their color - Note: SetPlayerColor must have been used beforehand
newcolor = (oldcolor & ~0xFF) | alpha; // first we strip of all alpha data (& ~0xFF) and then we replace it with our desired value (| alpha)
return SetPlayerColor(playerid, newcolor); // returns 1 if it succeeded, 0 otherwise
}
```
---
### Convert string to value with pawn
Since the colors are just numbers you have to convert them sometimes from an input string "RRGGBBAA" to its number. This can be done using sscanf or the following function:
```c
stock HexToInt(string[])
{
if (!string[0])
{
return 0;
}
new
cur = 1,
res = 0;
for (new i = strlen(string); i > 0; i--)
{
res += cur * (string[i - 1] - ((string[i - 1] < 58) ? (48) : (55)));
cur = cur * 16;
}
return res;
}
```
Use HexToInt("RRGGBBAA") and you'll get a usable number as result for [SetPlayerColor](../functions/SetPlayerColor).
---
### Color embedding
It is possible to use colors within text in [client messages](../functions/SendClientMessage"), [dialogs](../functions/ShowPlayerDialog), [3D text labels](../functions/Create3DTextLabel), [object material texts](../functions/SetObjectMaterialText) and [vehicle numberplates](../functions/SetVehicleNumberPlate").
It is very similar to [gametext colors](../resources/gametextstyles), but allows any color to be used.
:::caution
This type of color embedding does not work in textdraws. See [GameTextStyle](../resources/gametextstyles).
:::
---
#### Example
```c
{FFFFFF}Hello this is {00FF00}green {FFFFFF}and this is {FF0000}red
```
Hello this is green and this is red

---
#### Another example

The code for the above chat line looks like this:
```c
SendClientMessage(playerid, COLOR_WHITE, "Welcome to {00FF00}M{FFFFFF}a{FF0000}r{FFFFFF}c{00FF00}o{FFFFFF}'{FF0000}s {FFFFFF}B{00FF00}i{FFFFFF}s{FF0000}t{FFFFFF}r{00FF00}o{FFFFFF}!");
```
You can define colors to use like so:
```c
#define COLOR_RED_EMBED "{FF0000}"
SendClientMessage(playerid, -1, "This is white and "COLOR_RED_EMBED"this is red.");
```
Or
```c
#define COLOR_RED_EMBED "FF0000"
SendClientMessage(playerid, -1, "This is white and {"COLOR_RED_EMBED"}this is red.");
```
The second example would be better as is it clearer that embedding is used.
---
#### Using GetPlayerColor
To use a player's color as an embedded color, you must first remove the alpha value. To do this, perform a logical right shift.
```c
new msg[128];
format(msg, sizeof(msg), "{ffffff}This is white and {%06x}this is the player's color!", GetPlayerColor(playerid) >>> 8);
SendClientMessage(playerid, 0xffffffff, msg);
```
The %x is the placeholder for hexadecimal values, the 6 ensures that the output string will always be six characters long and the 0 will pad it with zeros if it's not. Note that [GetPlayerColor](../resources/GetPlayerColor) only works properly if [SetPlayerColor](../resources/SetPlayerColor) has been used beforehand.
The colors used in color embedding are not like normal hex colors in Pawn. There is no '0x' prefix and no alpha value (last 2 digits).
---
### Color Pickers
- [SA-MP Colorpicker v1.1.0](http://www.gtavision.com/index.php?section=downloads&site=download&id=1974)
- [December.com](http://www.december.com/html/spec/color.html)
- [RGB Picker](http://psyclops.com/tools/rgb)
- [Adobe Kuler](https://kuler.adobe.com/create/color-wheel/)
- [Color Scheme Designer](http://colorschemedesigner.com/)
---
## GameText
For GameText colors you can use special tags to set the following text to a specific color.
```c
~r~ red
~g~ green
~b~ blue
~w~ white
~y~ yellow
~p~ purple
~l~ black
~h~ lighter color
```
Game text colour tags can be used to form different colours easily. The below colours are not exactly the same colour as above tags.
```c
~y~ yellow
~r~~h~ light red
~r~~h~~h~ red pink
~r~~h~~h~~h~ dark pink
~r~~h~~h~~h~~h~ light red pink
~r~~h~~h~~h~~h~~h~ pink
~g~~h~ light green
~g~~h~~h~ more light green
~g~~h~~h~~h~ sea green
~g~~h~~h~~h~~h~ offwhite
~b~~h~ blue
~b~~h~~h~ purplish blue
~b~~h~~h~~h~ light blue
~y~~h~~h~ offwhite
~p~~h~ medium pink
```
---
### Example
```c
~w~Hello this is ~b~blue ~w~and this is ~r~red
```
[
Now these colors are pretty dark. You can make them brighter by using **~h~** after the color code:
```c
~w~Hello this is ~b~~h~blue ~w~and this is ~r~~h~red
```
[
| openmultiplayer/web/docs/scripting/resources/colorslist.md/0 | {
"file_path": "openmultiplayer/web/docs/scripting/resources/colorslist.md",
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---
title: SQLite Open Flags
description: SQLite open flags definitions.
---
:::note
These flags are used by [DB_Open](../functions/db_open).
:::
| Definitions | Description |
|---------------------------|---------------|
| UNKNOWN_SQLITE_OPEN | |
| SQLITE_OPEN_READONLY | |
| SQLITE_OPEN_READWRITE | |
| SQLITE_OPEN_CREATE | |
| SQLITE_OPEN_DELETEONCLOSE | Requires VFS. |
| SQLITE_OPEN_EXCLUSIVE | Requires VFS. |
| SQLITE_OPEN_AUTOPROXY | Requires VFS. |
| SQLITE_OPEN_URI | |
| SQLITE_OPEN_MEMORY | |
| SQLITE_OPEN_MAIN_DB | Requires VFS. |
| SQLITE_OPEN_TEMP_DB | Requires VFS. |
| SQLITE_OPEN_TRANSIENT_DB | Requires VFS. |
| SQLITE_OPEN_MAIN_JOURNAL | Requires VFS. |
| SQLITE_OPEN_TEMP_JOURNAL | Requires VFS. |
| SQLITE_OPEN_SUBJOURNAL | Requires VFS. |
| SQLITE_OPEN_SUPER_JOURNAL | Requires VFS. |
| SQLITE_OPEN_NOMUTEX | |
| SQLITE_OPEN_FULLMUTEX | |
| SQLITE_OPEN_SHAREDCACHE | |
| SQLITE_OPEN_PRIVATECACHE | |
| SQLITE_OPEN_WAL | Requires VFS. |
| SQLITE_OPEN_NOFOLLOW | |
| SQLITE_OPEN_EXRESCODE | |
:::note
Learn about VFS at https://www.sqlite.org/c3ref/vfs.html
:::
| openmultiplayer/web/docs/scripting/resources/sqlite-open-flags.md/0 | {
"file_path": "openmultiplayer/web/docs/scripting/resources/sqlite-open-flags.md",
"repo_id": "openmultiplayer",
"token_count": 748
} | 324 |
---
title: Vending Machines
description: List of all vending machine locations, player using them should be within 2 units distance.
---
:::info
In GTA: SA (and SA-MP too), it is possible to use vending machines which can be found around the map. The models in the table below are usable vending machines.
:::
| Model ID | Model name | Description |
| -------- | -------------- | ------------------------------------------------------------------- |
| 1209 | VENDMACH | The red soda vending machine |
| 1302 | VENDMACHFD | Same model as 1209 |
| 1977 | VENDIN3 | Probably not used anywhere |
| 1775 | CJ_SPRUNK1 | A Sprunk vending machine |
| 1776 | CJ_CANDYVENDOR | A vending machine which sells candy |
| 956 | CJ_EXT_CANDY | Same model as 1776 |
| 955 | CJ_EXT_SPRUNK | Same model as 1775 |
---
:::info
List of all vending machine locations, player using them should be within 2 units distance.
:::
Exterior:
```
-14.70, 1175.36, 18.95
201.02, -107.62, 0.90
662.43, -552.16, 15.71
-76.03, 1227.99, 19.13
1154.73, -1460.89, 15.16
1277.84, 372.52, 18.95
1398.84, 2222.61, 10.42
1520.15, 1055.27, 10.00
1634.11, -2237.53, 12.89
1659.46, 1722.86, 10.22
1729.79, -1943.05, 12.95
1789.21, -1369.27, 15.16
1928.73, -1772.45, 12.95
2060.12, -1897.64, 12.93
2085.77, 2071.36, 10.45
2139.52, -1161.48, 23.36
2153.23, -1016.15, 62.23
2271.73, -76.46, 25.96
2319.99, 2532.85, 10.22
2325.98, -1645.13, 14.21
2352.18, -1357.16, 23.77
2480.86, -1959.27, 12.96
2503.14, 1243.70, 10.22
-253.74, 2597.95, 62.24
-253.74, 2599.76, 62.24
2647.70, 1129.66, 10.22
2845.73, 1295.05, 10.79
-862.83, 1536.61, 21.98
-1350.12, 492.29, 10.59
-1350.12, 493.86, 10.59
-1455.12, 2591.66, 55.23
-1980.79, 142.66, 27.07
-2005.65, -490.05, 34.73
-2011.14, -398.34, 34.73
-2034.46, -490.05, 34.73
-2039.85, -398.34, 34.73
-2063.27, -490.05, 34.73
-2068.56, -398.34, 34.73
-2092.09, -490.05, 34.73
-2097.27, -398.34, 34.73
-2118.62, -422.41, 34.73
-2118.97, -423.65, 34.73
-2229.19, 286.41, 34.70
-2420.18, 985.95, 44.30
-2420.22, 984.58, 44.30
```
---
Interior:
```
2155.84, 1607.88, 1000.06
2155.91, 1606.77, 1000.05
2202.45, 1617.01, 1000.06
2209.24, 1621.21, 1000.06
2209.91, 1607.20, 1000.05
2222.20, 1606.77, 1000.05
2222.37, 1602.64, 1000.06
2225.20, -1153.42, 1025.91
-15.10, -140.23, 1003.63
-16.12, -91.64, 1003.63
-16.53, -140.30, 1003.63
-17.55, -91.71, 1003.63
-19.04, -57.84, 1003.63
-32.45, -186.70, 1003.63
-33.88, -186.77, 1003.63
330.68, 178.50, 1020.07
331.92, 178.50, 1020.07
-35.73, -140.23, 1003.63
350.91, 206.09, 1008.48
-36.15, -57.88, 1003.63
361.56, 158.62, 1008.48
371.59, 178.45, 1020.07
373.83, -178.14, 1000.73
374.89, 188.98, 1008.48
379.04, -178.88, 1000.73
495.97, -24.32, 1000.73
500.56, -1.37, 1000.73
501.83, -1.43, 1000.73
2576.70, -1284.43, 1061.09
```
| openmultiplayer/web/docs/scripting/resources/vendingmachines.md/0 | {
"file_path": "openmultiplayer/web/docs/scripting/resources/vendingmachines.md",
"repo_id": "openmultiplayer",
"token_count": 1916
} | 325 |
---
title: OnVehicleDeath
description: يتم إستدعاء هذا الكالباك عند يتم تدمير السيارة
tags: ["vehicle"]
---
<div dir="rtl" style={{ textAlign: "right" }}>
## الوصف
يتم إستدعاء هذا الكالباك عند يتم تدمير السيارة
| Name | Description |
| ------------- | ------------------------------------------------------------ |
| vehicleid | إيدي السيارة التي تم تدميرها |
| killerid | إيدي اللاعب الذي دمّر السيارة |
## Returns
دائمًا يتم استدعاؤه أولاً في الفلترسكربتات.
## أمثلة
</div>
```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;
}
```
<div dir="rtl" style={{ textAlign: "right" }}>
## Notes
:::tip
يتم إستدعاء هذا الكالباك أيضا عند دخول السيارة في الماء لكن السيارة يمكن إنقاذها من التدمير بالإنتقال الآني او قيادتها خارج الماء(إذا كانت مغمورة جزئيا) . هذا الكالباك لن يستدعى
مرة ثانية و هناك إمكانية إختفاء السيارة عند نزول السائق منها
:::
## الاستدعاءات او كالباكات ذات الصلة
قد تكون الاستدعاءات التالية مفيدة، حيث أنها ذات صلة بهذا الاستدعاء بطريقة أو بأخرى
- [OnVehicleSpawn](OnVehicleSpawn): يتم إستدعاء هذا الكالباك عند رسبنت السيارة
## وظائف ذات صلة
قد تكون الوظائف التالية مفيدة، حيث أنها ذات صلة بهذا الاستدعاء بطريقة أو بأخرى
- [SetVehicleHealth](../functions/SetVehicleHealth): ضبط صحة السيارة
</div> | openmultiplayer/web/docs/translations/ar/scripting/callbacks/OnVehicleDeath.md/0 | {
"file_path": "openmultiplayer/web/docs/translations/ar/scripting/callbacks/OnVehicleDeath.md",
"repo_id": "openmultiplayer",
"token_count": 1102
} | 326 |
---
title: OnActorStreamOut
description: Ovaj callback se poziva kada se aktor prestane prikazivati na igračevom klijentu.
tags: []
---
:::warning
Ova funkcija je dodana u SA-MP 0.3.7 i ne radi u nižim verzijama!
:::
## Deskripcija
Ovaj callback se poziva kada se aktor prestane prikazivati na igračevom klijentu.
| Ime | Deskripcija |
| ----------- | ----------------------------------------------------------- |
| actorid | ID aktora koji se prestao prikazivati u igračevom klijentu. |
| forplayerid | ID igrača kod kojeg se aktor prestao prikazivati. |
## Returns
Uvijek je pozvana prva u filterskripti.
## Primjeri
```c
public OnActorStreamOut(actorid, forplayerid)
{
new string[40];
format(string, sizeof(string), "Actor %d se prestao prikazivati u vašem klijentu.", actorid);
SendClientMessage(forplayerid, 0xFFFFFFFF, string);
return 1;
}
```
## Zabilješke
:::tip
Ovaj callback pozvat će i NPC.
:::
## Srodne Funkcije
| openmultiplayer/web/docs/translations/bs/scripting/callbacks/OnActorStreamOut.md/0 | {
"file_path": "openmultiplayer/web/docs/translations/bs/scripting/callbacks/OnActorStreamOut.md",
"repo_id": "openmultiplayer",
"token_count": 449
} | 327 |
---
title: OnPlayerClickTextDraw
description: Ovaj callback se poziva kada igrač klikne na textdraw ili napusti select mode pritiskom na tipku 'Escape'.
tags: ["player", "textdraw"]
---
## Deskripcija
Ovaj callback se poziva kada igrač klikne na textdraw ili napusti select mode pritiskom na tipku 'Escape'.
| Ime | Deskripcija |
| --------- | ------------------------------------------------------------------------------------------ |
| playerid | ID igrača koji je kliknuo na textdraw. |
| clickedid | ID textdraw-a kojeg je igrač kliknuo. INVALID_TEXT_DRAW ako je igrač napustio select mode. |
## Returns
Uvijek je pozvana prva u filterskripti tako da return-ovanje 1 tu blokira ostale skripte da je vide.
## Primjeri
```c
new Text:gTextDraw;
public OnGameModeInit()
{
gTextDraw = TextDrawCreate(10.000000, 141.000000, "MyTextDraw");
TextDrawTextSize(gTextDraw,60.000000, 20.000000);
TextDrawAlignment(gTextDraw,0);
TextDrawBackgroundColor(gTextDraw,0x000000ff);
TextDrawFont(gTextDraw,1);
TextDrawLetterSize(gTextDraw,0.250000, 1.000000);
TextDrawColor(gTextDraw,0xffffffff);
TextDrawSetProportional(gTextDraw,1);
TextDrawSetShadow(gTextDraw,1);
TextDrawSetSelectable(gTextDraw, 1);
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, "Kliknuo si na textdraw.");
CancelSelectTextDraw(playerid);
return 1;
}
return 0;
}
```
## Zabilješke
:::warning
Klikljivo područje je definirano preko TextDrawTextSize. Parametri x i y prosljeđeni toj funkciji ne smiju biti nula ili negativni. Ne koristi CancelSelectTextDraw bezuslovno unutar ovog callback-a. To rezultira beskonačnom petljom.
:::
## Srodne Funkcije
- [OnPlayerClickPlayerTextDraw](OnPlayerClickPlayerTextDraw.md): Pozvana kada igrač klikne na player-textdraw.
- [OnPlayerClickPlayer](OnPlayerClickPlayer.md): Pozvana kada jedan igrač klikne na drugog.
| openmultiplayer/web/docs/translations/bs/scripting/callbacks/OnPlayerClickTextDraw.md/0 | {
"file_path": "openmultiplayer/web/docs/translations/bs/scripting/callbacks/OnPlayerClickTextDraw.md",
"repo_id": "openmultiplayer",
"token_count": 997
} | 328 |
---
title: OnPlayerKeyStateChange
description: Ovaj callback je pozvan kada se stanje bilo koje podržane tipke promijeni (pritisnuta/puštena).
tags: ["player"]
---
## Deskripcija
Ovaj callback je pozvan kada se stanje bilo koje [podržane](../resources/keys.md) tipke promijeni (pritisnuta/puštena).<br/>Tipke sa smjerom neće uzrokovati pozivanje `OnPlayerKeyStateChange` (gore/dole/lijevo/desno).
| Ime | Deskripcija |
| -------- | ----------------------------------------------------------------------------------------------- |
| playerid | ID igrača koji je pritisnuo ili pustio tipku. |
| newkeys | Mapa (bitmaska) trenutno držanih tipki - [pogledaj ovdje](../resources/keys.md) |
| oldkeys | Mapa (bitmaska) tipki držanih prije trenutne promjene - [pogledaj ovdje](../resources/keys.md). |
## Returns
- Ovaj callback ne upravlja return-ovima.
- Uvijek je pozvan prvi u gamemode-u.
## Zabilješke
:::info
Ovaj callback takođerm ože biti pozvan od strane NPC-a.
:::
:::tip
Tipke sa smjerom neće uzrokovati pozivanje `OnPlayerKeyStateChange` (gore/dole/lijevo/desno).<br/>Oni mogu biti detektovani samo sa [GetPlayerKeys](../functions/GetPlayerKeys.md) (u [OnPlayerUpdate](../callbacks/OnPlayerUpdate.md) ili u tajmeru).
:::
## Srodne Funkcije
#test
- [GetPlayerKeys](../functions/GetPlayerKeys.md): Provjeri koje tipke igrač drži.
## Dodatne Informacije
### Uvod
Ovaj callback je pozvan kad god igrač pritisne ili pusti jedan od podržanih tipku (pogledajte [Keys](../resources/keys.md)).<br/>Tipke koje su podržane nisu zapravo tipke sa tipkovnice, već San Andreas preslikane funkcijske tipke, to znači da, naprimjer, ne možete detektovati kada neko pritisne <strong>spacebar</strong>, ali možete detektovati kada neko pritisne "sprint key" (koji može, ili ne mora biti dodijeljen razmaknici (to je prema zadanim postavkama)).
### Parametri
Parametri ove funkcije su popis svih tipki koje se trenutno drže i svih tipki koje su maloprije pritisnute. Callback je pozvan kada se stanje tipke promijeni (to je, kada je tipka pritisnuta ili puštena) i prođe stanja svih tipki prije i poslije ove promjene. Ova informacija se može koristiti da vidite šta se tačno desilo ali varijable ne mogu biti korištene direktno na isti način kao i parametri na ostalu funkciju. Da bi se smanjio broj varijabli, za predstavljanje tipke koristi se samo jedan BIT, to znači da jedna varijabla može sadržavati više tipki odjednom i jednostavno uspoređivanje vrijednosti neće uvijek raditi.
### Kako NE provjeravati tipku
Idemo zamisliti da želite da detektujete kada igrač pritisne FIRE tipku, očigledan kod bi bio:
```c
if (newkeys == KEY_FIRE)
```
Ovaj kôd može čak raditi u vašem testiranju, ali je pogrešan i vaše testiranje je nedovoljno. Pokušaj čučnuti i pritisnuti "fire" - tvoj kod će odmah prestati raditi. Zašto? Zato što "newkeys" nije više isti kao "KEY_FIRE", isto je kao "KEY_FIRE" KOMIBNIRANO SA "KEY_CROUCH".
### Kako provjeravati tipku
Ako varijabla može da sadrži više tipki odjednom, kako da provjeriš samo jednu od njih? Odgovor je malo komplikovan. Svaka tipka ima svoj lični bit u varijabli (neke tipke imaju isti bit, ali one su onfoot/incar tipke, tako da svakako ne mogu biti pritisnute u isto vrijeme) i morate da provjerite samo taj jedan bit:
```c
if (newkeys & KEY_FIRE)
```
Zapamti da jedan <strong>&</strong> je tačan - ovo je pomalo AND, a ne logično AND, kako se ta dva ampersanda nazivaju.
Ako testirate ovaj kod on će raditi i ako čučite i ako stojite kada pritisnete "fire" tipku. Međutim, još uvijek postoji jedan mali problem - pucati će sve dok držite tipku. OnPlayerKeyStateChange je pozvan svaki put kada se tipka promijeni i taj kod je "true" svaki put kada je "fire" tipka zadržana. Ako pritisnete "fire" kod će se aktivirati, Ako je ta tipka zadržana i pritisnete crouch - taj kod će se ponovno aktivirati zato što se tipka (crouch) promijenila i "fire" je još uvijek zadržan. Kako da detektujete kada je tipka prva pritisnuta, ali da se ne aktivira ponovno kada se još drži druga tipka?
### Kako provjeriti tipku koja je pritisnuta
Ovo je slučaj gdje "oldkeys" dolazi na snagu. Da biste provjerili je li tipka upravo pritisnuta, prvo trebate provjeriti je li postavljena u "newkeys" - što znači da je pritisnuta, a zatim provjerite da NIJE u "oldkeys" - što znači da je tek pritisnuta. Sljedeći kod radi to:
```c
if ((newkeys & KEY_FIRE) && !(oldkeys & KEY_FIRE))
```
Ovo će biti tačno SAMO kada je FIRE tipka prva pritisnuta, ne kada se drži i promijeni se još jedna tipka.
### Kako provjeriti kada je tipka puštena
Zapravo isti princip kao gore, ali obrnuto:
```c
if ((oldkeys & KEY_FIRE) && !(newkeys & KEY_FIRE))
```
### Kako provjeriti više tipki
Ako želite da provjerite da li igrač DRŽI "crouch" i "fire" onda će to raditi sljedeći kod:
```c
if ((newkeys & KEY_FIRE) && (newkeys & KEY_CROUCH))
```
kako god, ako želite da detektujete kada PRVO pritisnu "fire" i "crouch" ovaj kod NEĆE raditi. Raditi će ukoliko pritisnu obe tipke u isto vrijeme, ali ako su djelomično vani (daleko manje od pola sekunde) neće:
```c
if ((newkeys & KEY_FIRE) && !(oldkeys & KEY_FIRE) && (newkeys & KEY_CROUCH) && !(oldkeys & KEY_CROUCH))
```
Zašto ne radi? Zato što je `OnPlayerKeyStateChange` pozvan svaki put kada se jedna tipka promijeni. Tako oni pritisnu "KEY_FIRE" - OnPlayerKeyStateChange je pozvan sa "KEY_FIRE" u "newkeys" i ne u "oldkeys", onda pritisnu "KEY_CROUCH" - OnPlayerKeyStateChange je pozvan sa "KEY_CROUCH" i "KEY_FIRE" u "newkeys", ali i "KEY_FIRE" je sada u "oldkeys" s obzirom da je već bio pritisnut, tako da "!(oldkeys & KEY_FIRE)" neće uspjeti. Srećom, rješenje je vrlo jednostavno (zapravo jednostavnije od originalnog koda):
```c
if ((newkeys & (KEY_FIRE | KEY_CROUCH)) == (KEY_FIRE | KEY_CROUCH) && (oldkeys & (KEY_FIRE | KEY_CROUCH)) != (KEY_FIRE | KEY_CROUCH))
```
Ovo će možda izgledati komplikovano, ali ono provjerava da li su obe tipke postavljene u "newkeys" i da li obe tipke nisu postavljene u "oldkeys", ako je jedna od njih u "oldkeys" to nije važno jer nisu bili obojica. Sve ove stvari mogu biti jako pojednostavljene sa definisanjem (defines).
## Pojednostavljenje
### Detektovanje držanja tipke
Definicija:
```c
// HOLDING(keys)
#define HOLDING(%0) \
((newkeys & (%0)) == (%0))
```
Drži tipku:
```c
if (HOLDING( KEY_FIRE ))
```
Drži više tipki:
```c
if (HOLDING( KEY_FIRE | KEY_CROUCH ))
```
### Detektovanje prvog pritiska tipke
Definicija:
```c
// PRESSED(keys)
#define PRESSED(%0) \
(((newkeys & (%0)) == (%0)) && ((oldkeys & (%0)) != (%0)))
```
Pritisnuli jednu tipku:
```c
if (PRESSED( KEY_FIRE ))
```
Pritisnuo više tipki:
```c
if (PRESSED( KEY_FIRE | KEY_CROUCH ))
```
### Detektovanje pritišče li igrač trenutno tipku
Definicija:
```c
// PRESSING(keyVariable, keys)
#define PRESSING(%0,%1) \
(%0 & (%1))
```
Pritiskom na jednu tipku:
```c
if (PRESSING( newkeys, KEY_FIRE ))
```
Pritiskom na više tipki:
```c
if (PRESSING( newkeys, KEY_FIRE | KEY_CROUCH ))
```
### Detektovanje puštanja tipke
Definicija:
```c
// RELEASED(keys)
#define RELEASED(%0) \
(((newkeys & (%0)) != (%0)) && ((oldkeys & (%0)) == (%0)))
```
Pustio jednu tipku:
```c
if (RELEASED( KEY_FIRE ))
```
Pustio više tipki:
```c
if (RELEASED( KEY_FIRE | KEY_CROUCH ))
```
## Primjeri
### Pričvrstite NITRO(Objekat) kada igrač pritisne "fire" tipku
```c
public OnPlayerKeyStateChange(playerid, KEY:newkeys, KEY:oldkeys)
{
if (PRESSED(KEY_FIRE))
{
if (IsPlayerInAnyVehicle(playerid))
{
AddVehicleComponent(GetPlayerVehicleID(playerid), 1010);
}
}
return 1;
}
```
### Super skok
```c
public OnPlayerKeyStateChange(playerid, KEY:newkeys, KEY:oldkeys)
{
if (PRESSED(KEY_JUMP))
{
new
Float:x,
Float:y,
Float:z;
GetPlayerPos(playerid, x, y, z);
SetPlayerPos(playerid, x, y, z + 10.0);
}
return 1;
}
```
### "God mode" kada drži "use" tipku
```c
new
Float:gPlayerHealth[MAX_PLAYERS];
#if !defined INFINITY
#define INFINITY (Float:0x7F800000)
#endif
public OnPlayerKeyStateChange(playerid, KEY:newkeys, KEY:oldkeys)
{
if (PRESSED(KEY_ACTION))
{
// Upravo su pritisnuli "action" tipku, sačuvaj njihov
// stari health za vraćanje.
GetPlayerHealth(playerid, gPlayerHealth[playerid]);
SetPlayerHealth(playerid, INFINITY);
}
else if (RELEASED(KEY_ACTION))
{
// Jednostavno su pustili akciju - vrati
// njihov stari health ponovno.
SetPlayerHealth(playerid, gPlayerHealth[playerid]);
}
return 1;
}
```
### Pojašnjenje
Ne morate da brinete o tome KAKO je to urađeno, samo da jeste. HOLDING(Držanje) detektuje da li su pritisnuli tipku/e, bez obzira na to jesu li je pritiskali prije, PRESSED(Pritisnuo) detektuje ako su pritisnuli tipku/e i RELEASED(Pustili) detektuje ako su upravo pustili tipku/e. Kako god, ako želite znati više - nastavite čitati.
Razlog zašto ovo morate da uradite na ovaj način, a ne samo korištenjem & or ==, je taj da detektuje is to detect upravo te tipke koje želite ignorisajući ostale koje ne(će) biti pritisnute. Binarno KEY_SPRINT je:
```
0b00001000
```
i KEY_JUMP je:
```
0b00100000
```
Ovo ih "ORing-uje" u željene tipke (mogli bismo ih dodati i u ovom primjeru, ali to nije uvijek slučaj) daje:
```
0b00101000
```
Ako koristimo samo "&" i OnPlayerKeyStateChange je pozvan kada igrač pritisne "jump" dobili bismo sljedeći kod:
```
newkeys = 0b00100000
wanted = 0b00101000
ANDed = 0b00100000
```
"AND" dva broja nije 0, dakle rezultat provjere je tačan (1), što nije ono što želimo.
Kada bismo koristili samo "==" ta dva broja očito nisu ista, pa provjera ne bi uspjela, što i želimo.
Da je igrač pritiskao skok/jump), sprint i čučanj(crouch), dobili bismo sljedeći kod:
```
newkeys = 0b00101010
wanted = 0b00101000
ANDed = 0b00101000
```
"AND-edovana" verzija je ista kao i wanted tipka i također je 0, dakle dati će tačan odgovor, kako god dva originalna broja nisu ista tako da će "==" propasti(fail-ovati). U oba primjera jedan od dva je dao tačan odgovor i jedan je dao netačan odgovor. Ako uporedimo prvi u kojem smo koristili "&" i "==" dobiti ćemo:
```
newkeys = 0b00100000
wanted = 0b00101000
ANDed = 0b00100000
```
Očito wanted i "AND-edovani" nisu isti, pa provjera ne uspijeva, što je točno. Za drugi primjer:
```
newkeys = 0b00101010
wanted = 0b00101000
ANDed = 0b00101000
```
Wanted i ANDed su isti tako da kombinujući ih kao jednake će rezultirati tačnim rezultatom, što je ponovno tačno(korektno).
Dakle, pomoću ove metode možemo precizno provjeriti jesu li pritisnute određene tipke zanemarujući sve ostale tipke koje se mogu pritisnuti ili ne. provjera starih tipki samo koristi "!=" umjesto "==" kako bi osigurala da traženi tasteri nisu prethodno pritisnuti, pa znamo da je jedan od njih upravo pritisnut.
| openmultiplayer/web/docs/translations/bs/scripting/callbacks/OnPlayerKeyStateChange.md/0 | {
"file_path": "openmultiplayer/web/docs/translations/bs/scripting/callbacks/OnPlayerKeyStateChange.md",
"repo_id": "openmultiplayer",
"token_count": 4948
} | 329 |
---
title: OnPlayerUpdate
description: Ovaj callback je pozvan svaki put kada klijent/igrač ažurira server sa svojim statusom.
tags: ["player"]
---
## Deskripcija
Ovaj callback je pozvan svaki put kada klijent/igrač ažurira server sa svojim statusom. Često se koristi za kreiranje custom callbackova za ažuriranja klijenta koje server ne prati, kao npr. health ili armor ažuriranja ili odabir oružja igrača.
| Ime | Deskripcija |
| -------- | -------------------------------------- |
| playerid | ID igrača koji šalje paket ažuriranja. |
## Returns
0 - Ažuriranje od ovog igrača neće biti replicirano drugim klijentima.
1 - Označava da će ovo ažuriranje biti obrađeno normalno i poslano ostalim igračima.
Uvijek je pozvan prvo u filterskripti.
## Primjeri
```c
public OnPlayerUpdate(playerid)
{
new iCurWeap = GetPlayerWeapon(playerid); // return-uje igračevo trenutno oružje
if (iCurWeap != GetPVarInt(playerid, "iCurrentWeapon")) // ako je promijenio oružje nakon posljednjeg ažuriranja
{
// pozovimo callback OnPlayerChangeWeapon
OnPlayerChangeWeapon(playerid, GetPVarInt(playerid, "iCurrentWeapon"), iCurWeap);
SetPVarInt(playerid, "iCurrentWeapon", iCurWeap);//Ažuriraj trenutni weapon
}
return 1; // pošalji ažuriranje drugim igračima
}
stock OnPlayerChangeWeapon(playerid, oldweapon, newweapon)
{
new s[128],
oWeapon[24],
nWeapon[24];
GetWeaponName(oldweapon, oWeapon, sizeof(oWeapon));
GetWeaponName(newweapon, nWeapon, sizeof(nWeapon));
format(s, sizeof(s), "promijenio si oružje sa %s u %s!", oWeapon, nWeapon);
SendClientMessage(playerid, 0xFFFFFFFF, s);
}
public OnPlayerUpdate(playerid)
{
new Float:fHealth;
GetPlayerHealth(playerid, fHealth);
if (fHealth != GetPVarFloat(playerid, "faPlayerHealth"))
{
// Zdravlje igrača se promijenilo od zadnjeg ažuriranja -> servera, pa je očito da je to stvar ažurirano.
// Dalje provjeravamo je li izgubio ili stekao zdravlje, anti-health cheat? ;)
if (fHealth > GetPVarFloat(playerid, "faPlayerHealth"))
{
/* Dobio je healthe! Cheating? Ovdje napišite svoje skripte da biste shvatili kako je igrač stekao zdravlje! */
}
else
{
/* izgubio health! */
}
SetPVarFloat(playerid, "faPlayerHealth", fHealth);
}
}
```
## Zabilješke
:::tip
Ovaj callback pozvat će i NPC.
:::
:::warning
Ovaj callback je pozvan, otprilike, 30 puta po sekundi, po igraču; koristite ga samo kada znate za šta znači (ili mnogo bitnije, za šta NE znači).Učestalost pozivanja ovog povratnog poziva za svakog igrača varira, ovisno o tome što igrač radi. Vožnja ili pucanje izazvat će puno više ažuriranja nego u praznom hodu.
:::
## Srodne Funkcije
| openmultiplayer/web/docs/translations/bs/scripting/callbacks/OnPlayerUpdate.md/0 | {
"file_path": "openmultiplayer/web/docs/translations/bs/scripting/callbacks/OnPlayerUpdate.md",
"repo_id": "openmultiplayer",
"token_count": 1294
} | 330 |
---
title: AddCharModel
description: Dodaje novog prilagođenog karaktera za preuzimanje.
tags: []
---
:::warning
Ova funkcija je dodana u SA-MP 0.3.DL R1 i ne radi u nižim verzijama!
:::
## Deskripcija
Dodaje novog prilagođenog karaktera za preuzimanje. Fajlovi modela će biti pohranjeni u igračevim: Documents\GTA San Andreas User Files\SAMP\cache ispod Server IP i Port foldera u CRC-formi imena fajla.
| Ime | Deskripcija |
| ------- | ---------------------------------------------------------------------------------------------------------------------------- |
| baseid | Osnovni skin model ID za korištenje (ponašanje karaktera i originalnog karaktera za upotrebu kada preuzimanje nije uspjelo). |
| newid | Novi skin model ID između 20001 i 30000 (10000 slotova) da bi se kasnije koristio sa SetPlayerSkin. |
| dffname | Ime .dff collision modela fajla koji se nalazi u 'models' server folderu po zadanim postavkama (artpath postavka). |
| txdname | Ime .txd texture modela fajla koji se nalazi u 'models' server folderu po zadanim postavkama (artpath postavka). |
## Returns
1: Funkcija je uspješno izvršena.
0: Funkcija je neuspješno izvršena.
## Primjeri
```c
public OnGameModeInit()
{
AddCharModel(305, 20001, "lvpdpc2.dff", "lvpdpc2.txd");
AddCharModel(305, 20002, "lapdpd2.dff", "lapdpd2.txd");
return 1;
}
```
```c
AddCharModel(305, 20001, "lvpdpc2.dff", "lvpdpc2.txd");
AddCharModel(305, 20002, "lapdpd2.dff", "lapdpd2.txd");
```
## Zabilješke
:::tip
useartwork mora biti omogućen (u server settings) da bi ovo radilo
:::
:::warning
Trenutno ne postoje nikakva ograničenja o pozivanju ove funkcije, ali budite oprezni jer ako ih ne koristite unutar OnFilterScriptInit/OnGameModeInit, riskirate da neki igrači, koji su već na server, možda ne preuzmu modele.
:::
## Srodne Funkcije
- [SetPlayerSkin](SetPlayerSkin.md): Postavi igraču skin/izgled.
| openmultiplayer/web/docs/translations/bs/scripting/functions/AddCharModel.md/0 | {
"file_path": "openmultiplayer/web/docs/translations/bs/scripting/functions/AddCharModel.md",
"repo_id": "openmultiplayer",
"token_count": 922
} | 331 |
---
title: Attach3DTextLabelToVehicle
description: Prikvači 3D text label za vozilo.
tags: ["vehicle", "3dtextlabel"]
---
## Deskripcija
Prikvači 3D text label za vozilo.
| Ime | Deskripcija |
| --------- | ---------------------------------------------------------------------------- |
| Text3D:textid | 3D Text Label kojeg želite prikvačiti. |
| vehicleid | Vozilo na koje želite prikvačiti 3D text label. |
| OffsetX | Koordinata Offset-X vozila igrača (the vehicle is 0.0,0.0,0.0).. |
| OffsetY | Koordinata Offset-Y vozila igrača (the vehicle is 0.0,0.0,0.0).. |
| OffsetZ | Koordinata Offset-Z vozila igrača (the vehicle is 0.0,0.0,0.0).. |
## Returns
Ova funkcija ne returna(vraća) nikakve posebne vrijednosti.
## Primjeri
```c
new
Text3D:gVehicle3dText[MAX_VEHICLES], // Creating the TextLabel for later use
gVehicleId;
public OnGameModeInit ( )
{
gVehicleId = CreateVehicle(510, 0.0. 0.0, 15.0, 5, 0, 120); // Creating the Vehicle.
gVehicle3dText[gVehicleId] = Create3DTextLabel("Example Text", 0xFF0000AA, 0.0, 0.0, 0.0, 50.0, 0, 1);
Attach3DTextLabelToVehicle(gVehicle3dText[gVehicleId], vehicle_id, 0.0, 0.0, 2.0); // Attaching Text Label To Vehicle.
}
public OnGameModeExit ( )
{
Delete3DTextLabel(gVehicle3dText[gVehicleId]);
return true;
}
```
## Srodne Funkcije
- [Create3DTextLabel](Create3DTextLabel): Kreiraj 3D text label.
- [Delete3DTextLabel](Delete3DTextLabel): Izbriši a 3D text label.
- [Attach3DTextLabelToPlayer](Attach3DTextLabelToPlayer): Prikvači 3D text label za igrača.
- [Update3DTextLabelText](Update3DTextLabelText): Promijeni boju 3D text labela.
- [CreatePlayer3DTextLabel](CreatePlayer3DTextLabel): Kreiraj 3D text label za jednog igrača.
- [DeletePlayer3DTextLabel](DeletePlayer3DTextLabel): Obriši igračev 3D text label.
- [UpdatePlayer3DTextLabelText](UpdatePlayer3DTextLabelText): Promijeni tekst igračevog 3D text labela.
| openmultiplayer/web/docs/translations/bs/scripting/functions/Attach3DTextLabelToVehicle.md/0 | {
"file_path": "openmultiplayer/web/docs/translations/bs/scripting/functions/Attach3DTextLabelToVehicle.md",
"repo_id": "openmultiplayer",
"token_count": 948
} | 332 |
---
title: ChangeVehicleColor
description: Promjena primarne i sekundarne boje vozila.
tags: ["vehicle"]
---
## Deskripcija
Promjena primarne i sekundarne boje vozila.
| Ime | Deskripcija |
| --------- | ---------------------------------------------- |
| vehicleid | ID vozila za koje će se promijeniti boje |
| color1 | Primarna boja vozila |
| color2 | Sekundarna boja vozila |
## Returns
1: Funkcija je uspješno izvršena. Boje vozila su uspješno promjenjene.
0: Funkcija nije uspješno izvršena. Vozilo ne postoji.
## Primjeri
```c
public OnPlayerEnterVehicle(playerid, vehicleid, ispassenger)
{
// Promjena primarne boje u crnu i sekundarne boje u bijelu
ChangeVehicleColor(vehicleid, 0, 1);
return 1;
}
```
## Zabilješke
:::tip
Neka vozilo imaju samo primarnu boju i nekim vozilima se boje ne mogu promjeniti uopšte. Nekoliko vozila (cement, squallo) imaju 4 boje, od kojih se 2 ne mogu promjeniti u SA:MP
:::
## Srodne Funkcije
- [ChangeVehiclePaintjob](ChangeVehiclePaintjob): Promjena paintjob-a na vozilu.
- [OnVehicleRespray](../callbacks/OnVehicleRespray): Poziva se kada je vozilo preprskano.
| openmultiplayer/web/docs/translations/bs/scripting/functions/ChangeVehicleColor.md/0 | {
"file_path": "openmultiplayer/web/docs/translations/bs/scripting/functions/ChangeVehicleColor.md",
"repo_id": "openmultiplayer",
"token_count": 563
} | 333 |
---
title: Delete3DTextLabel
description: Obriši 3D text label (kreiran sa Create3DTextLabel).
tags: ["3dtextlabel"]
---
## Deskripcija
Obriši 3D text label (kreiran sa Create3DTextLabel).
| Ime | Deskripcija |
| --------- | ------------------------------ |
| Text3D:textid | ID 3D text labela za obrisati. |
## Returns
1 ako je 3D text label obrisan, uostalom 0.
## Primjeri
```c
new Text3D:gMyLabel;
gMyLabel = Create3DTextLabel(...);
Delete3DTextLabel(gMyLabel);
```
## Srodne Funkcije
- [Create3DTextLabel](Create3DTextLabel): Kreiraj 3D text label.
- [Attach3DTextLabelToPlayer](Attach3DTextLabelToPlayer): Prikvači 3D text label za igrača.
- [Attach3DTextLabelToVehicle](Attach3DTextLabelToVehicle): Prikvači 3D text label za vozilo.
- [Update3DTextLabelText](Update3DTextLabelText): Promijeni tekst 3D text labela.
- [CreatePlayer3DTextLabel](CreatePlayer3DTextLabel): Kreiraj 3D text label za jednog igrača.
- [DeletePlayer3DTextLabel](DeletePlayer3DTextLabel): Obriši igračev 3D text label.
- [UpdatePlayer3DTextLabelText](UpdatePlayer3DTextLabelText): Promijeni tekst igračevog 3D text labela.
| openmultiplayer/web/docs/translations/bs/scripting/functions/Delete3DTextLabel.md/0 | {
"file_path": "openmultiplayer/web/docs/translations/bs/scripting/functions/Delete3DTextLabel.md",
"repo_id": "openmultiplayer",
"token_count": 446
} | 334 |
---
title: DisablePlayerRaceCheckpoint
description: Onemogućite inicijalizirane race checkpointe za određenog igrača, jer u svakom trenutku možete imati samo jednu.
tags: ["player", "checkpoint", "racecheckpoint"]
---
## Deskripcija
Onemogućite inicijalizirane race checkpointe za određenog igrača, jer u svakom trenutku možete imati samo jednu.
| Ime | Deskripcija |
| -------- | ------------------------------------------------------------ |
| playerid | Igrač za kojeg se vrši onemogućavanje trenutnog checkpointa. |
## Returns
Ova funkcija ne returna (vraća) nikakve posebne vrijednosti.
## Primjeri
```c
public OnPlayerLeaveRaceCheckpoint(playerid)
{
DisablePlayerRaceCheckpoint(playerid);
return 1;
}
```
## Srodne Funkcije
- [SetPlayerCheckpoint](SetPlayerCheckpoint): Kreiraj checkpoint za igrača.
- [DisablePlayerCheckpoint](DisablePlayerCheckpoint): Onemogući igračev trenutni checkpoint.
- [IsPlayerInCheckpoint](IsPlayerInCheckpoint): Provjeri da li je igrač u checkpointu.
- [SetPlayerRaceCheckpoint](SetPlayerRaceCheckpoint): Kreiraj race checkpoint za igrača.
- [IsPlayerInRaceCheckpoint](IsPlayerInRaceCheckpoint): Provjeri da li je igrač u race checkpointu.
- [OnPlayerEnterCheckpoint](../callbacks/OnPlayerEnterCheckpoint): Pozvano kada igrač uđe u checkpoint.
- [OnPlayerLeaveCheckpoint](../callbacks/OnPlayerLeaveCheckpoint): Pozvano kada igrač napusti checkpoint.
- [OnPlayerEnterRaceCheckpoint](../callbacks/OnPlayerEnterRaceCheckpoint): Pozvano kada igrač uđe u race checkpoint.
- [OnPlayerLeaveRaceCheckpoint](../callbacks/OnPlayerLeaveRaceCheckpoint): Pozvano kada igrač napusti race checkpoint.
| openmultiplayer/web/docs/translations/bs/scripting/functions/DisablePlayerRaceCheckpoint.md/0 | {
"file_path": "openmultiplayer/web/docs/translations/bs/scripting/functions/DisablePlayerRaceCheckpoint.md",
"repo_id": "openmultiplayer",
"token_count": 622
} | 335 |
---
title: GameTextForPlayer
description: Prikazuje 'game text' (tekst na ekranu) određeno vrijeme za određenog igrača.
tags: ["player"]
---
## Deskripcija
Prikazuje 'game text' (tekst na ekranu) određeno vrijeme za određenog igrača.
| Ime | Deskripcija |
| -------------- | -------------------------------------------------------- |
| playerid | ID igrača za pokazati gametext. |
| const string[] | Tekst za prikazati. |
| time | Trajanje teksta koji se prikazuje u milisekundama. |
| style | [Stil](../resources/gametextstyles) teksta za prikazati. |
## Returns
1: Funkcija uspješno izvršena. Uspjeh se prijavljuje kada su stil i / ili vrijeme nevaljani. Ipak se ništa neće dogoditi (tekst se ne prikazuje). Može takođe uzrokovati pad sistema.
0: Funkcija neuspješno izvršena. To znači da je string prazan ili Igrač nije konektovan..
## Primjeri
```c
public OnPlayerDeath(playerid, killerid, WEAPON:reason)
{
GameTextForPlayer(playerid, "Wasted", 5000, 2);
return 1;
}
```
## Zabilješke
:::warning
Imajte na umu da igrači mogu crashati zbog neparnog broja simbola tilde (~) koji se koriste u tekstu igre. Korištenje kodova u boji (npr. ~r~) izvan 255. znaka može srušiti client.
Također, prazan prostor na kraju niza može rezultirati neuspjehom. Na primjer: `"Headshot "` rezultira neuspjehom. Umjesto toga, trebao bi biti `"Headshot"` ili `"Headshot_"`.
:::
## Srodne Funkcije
- [GameTextForAll](GameTextForAll): Prikaži gametext svim igračima.
- [TextDrawShowForAll](TextDrawShowForAll): Prikaži textdraw za sve igrače.
| openmultiplayer/web/docs/translations/bs/scripting/functions/GameTextForPlayer.md/0 | {
"file_path": "openmultiplayer/web/docs/translations/bs/scripting/functions/GameTextForPlayer.md",
"repo_id": "openmultiplayer",
"token_count": 816
} | 336 |
---
title: GetAnimationName
description: Dobij library/ime animacije za indeks.
tags: []
---
## Deskripcija
Dobij library/ime animacije za indeks.
| Ime | Deskripcija |
| ---------- | -------------------------------------------------------------- |
| index | Indeks animacije, koji vraća funkcija GetPlayerAnimationIndex. |
| animlib[] | String varijabla koja pohranjuje library animacije. |
| len1 | Veličina stringa koji pohranjuje library animacija. |
| animname[] | String varijabla koja pohranjuje naziv animacije. |
| len2 | Veličina stringa koji pohranjuje naziv animacije. |
## Returns
1 za uspješno izvršavanje, 0 za neuspješno izvršavanje.
## Primjeri
```c
public OnPlayerUpdate(playerid)
{
if (GetPlayerAnimationIndex(playerid))
{
new
animLib[32],
animName[32],
msgText[128];
GetAnimationName(GetPlayerAnimationIndex(playerid), animLib, sizeof animLib, animName, sizeof animName);
format(msgText, sizeof msgText, "Pokretanje animacije: %s %s", animLib, animName);
SendClientMessage(playerid, 0xFFFFFFFF, msgText);
}
return 1;
}
```
## Srodne Funkcije
- [GetPlayerAnimationIndex](GetPlayerAnimationIndex): Returna indeks bilo koje pokrenute primijenjene animacije.
| openmultiplayer/web/docs/translations/bs/scripting/functions/GetAnimationName.md/0 | {
"file_path": "openmultiplayer/web/docs/translations/bs/scripting/functions/GetAnimationName.md",
"repo_id": "openmultiplayer",
"token_count": 620
} | 337 |
---
title: GetPVarsUpperIndex
description: Svaki PVar (igrač-varijabla) ima svoj jedinstveni identifikacijski broj za traženje, ova funkcija vraća najviši ID postavljen za igrača.
tags: ["pvar"]
---
## Deskripcija
Svaki PVar (igrač-varijabla) ima svoj jedinstveni identifikacijski broj za traženje, ova funkcija vraća najviši ID postavljen za igrača.
| Ime | Deskripcija |
| -------- | ------------------------------------------ |
| playerid | ID igrača da dobije gornji PVar indeks od. |
## Returns
Najviši postavljeni PVar ID.
## Primjeri
```c
// Spremite gornji indeks u varijablu 'PVarUpperIndex' + 1
new PVarUpperIndex = GetPVarsUpperIndex(playerid) + 1;
// Ova pVarCount varijabla će pohraniti koliko pVar-ova igrač ima postavljenih pa ih brojimo.
new pVarCount;
for(new i=0; i != PVarUpperIndex; i++) // Pokreni petlju kroz sve pVar ID-eve unutar gornjeg indexa.
{
// Prvo, trebamo dobiti ime PVar-a
new pVarName[128];
GetPVarNameAtIndex(playerid, i, pVarName, sizeof(pVarName));
// ako je var postavljen (tip nije 0), prirasti pVarCount.
if (GetPVarType(playerid, pVarName) != 0)
{
pVarCount++;
}
}
new szString[66];
format(szString, sizeof(szString), "Imaš %i postavljenih igračevih varijabli. Gornji index (najveći ID): %i.", pVarCount, PVarUpperIndex-1);
SendClientMessage(playerid, -1, szString);
```
## Srodne Funkcije
- [GetPVarNameAtIndex](GetPVarNameAtIndex): Uzmite ime varijable igrača iz njenog indeksa.
- [GetPVarType](GetPVarType): Dobij tip igračeve varijable.
| openmultiplayer/web/docs/translations/bs/scripting/functions/GetPVarsUpperIndex.md/0 | {
"file_path": "openmultiplayer/web/docs/translations/bs/scripting/functions/GetPVarsUpperIndex.md",
"repo_id": "openmultiplayer",
"token_count": 709
} | 338 |
---
title: GetPlayerWantedLevel
description: Dobija wanted level igrača.
tags: ["player"]
---
## Deskripcija
Dobija wanted level igrača.
| Ime | Deskripcija |
| -------- | --------------------------------- |
| playerid | ID igrača za dobiti wanted level. |
## Returns
Wanted level igrača.
## Primjeri
```c
public OnPlayerCommandText(playerid, cmdtext[])
{
if (strcmp(cmdtext, "/getmywantedlevel", true) == 0)
{
// Dobija trenutni wanted level, čuva ga u varijablu wantedlevel
//i onda govori igraču njegov wanted level u klijent poruci.
new
wantedLevel = GetPlayerWantedLevel(playerid),
message[64];
format(message, sizeof(message), "Tvoj trenutni wanted level je: %i", wantedlevel);
SendClientMessage(playerid, 0xFF0000FF, message);
return 1;
}
return 0;
}
```
## Srodne Funkcije
- [SetPlayerWantedLevel](SetPlayerWantedLevel): Postavi igraču wanted level.
- [PlayCrimeReportForPlayer](PlayCrimeReportForPlayer): Pusti krivičnu prijavu za igrača.
| openmultiplayer/web/docs/translations/bs/scripting/functions/GetPlayerWantedLevel.md/0 | {
"file_path": "openmultiplayer/web/docs/translations/bs/scripting/functions/GetPlayerWantedLevel.md",
"repo_id": "openmultiplayer",
"token_count": 469
} | 339 |
---
title: GetVehicleComponentType
description: Saznaj koji je tip komponente određeni ID.
tags: ["vehicle"]
---
## Deskripcija
Saznaj koji je tip komponente određeni ID.
| Ime | Deskripcija |
| --------- | ---------------------------- |
| component | ID komponente za provjeriti. |
## Returns
ID slota za komponentu navedene komponente ili -1 ako je komponenta nevaljana.
## Primjeri
```c
public OnVehicleMod(playerid, vehicleid, componentid)
{
new
componentType = GetVehicleComponentType(componentid);
if (componentType != -1)
{
new
clientMessage[41];
format(clientMessage, sizeof(clientMessage), "Izmijenili ste svoje vozilo na slotu %i", componentType);
SendClientMessage(playerid, 0xFFFFFFFF, clientMessage);
}
else
{
SendClientMessage(playerid, 0xFF0000FF, "Komponenta je nevažeća.");
}
return 1;
}
```
## Srodne Funkcije
- [AddVehicleComponent](AddVehicleComponent): Dodaje komponentu na vozilo.
- [RemoveVehicleComponent](RemoveVehicleComponent): Ukloni komponentu sa vozila.
- [GetVehicleComponentInSlot](GetVehicleComponentInSlot): Provjeri koje komponente vozilo ima.
- [OnVehicleMod](../callbacks/OnVehicleMod): Pozvano kada vozilo biva nadograđeno.
- [OnEnterExitModShop](../callbacks/OnEnterExitModShop): Pozvano kada vozilo uđe ili izađe iz mod shopa.
| openmultiplayer/web/docs/translations/bs/scripting/functions/GetVehicleComponentType.md/0 | {
"file_path": "openmultiplayer/web/docs/translations/bs/scripting/functions/GetVehicleComponentType.md",
"repo_id": "openmultiplayer",
"token_count": 567
} | 340 |
---
title: GetVehicleZAngle
description: Nabavite rotaciju vozilo na Z osi (nagib).
tags: ["vehicle"]
---
## Deskripcija
Nabavite rotaciju vozilo na Z osi (nagib).
| Ime | Deskripcija |
| -------------- | ----------------------------------------------------------------- |
| vehicleid | ID vozila za dobiti rotaciju na Z osi. |
| &Float:z_angle | Float varijabla za pohraniti Z rotaciju, proslijeđeno referencom. |
## Returns
1: Funkcija uspješno izvršena.
0: Funkcija neuspješno izvršena. Ovo znači da vozilo ne postoji.
Rotacija vozila pohranjena je u navedenoj varijabli.
## Primjeri
```c
public OnPlayerCommandText(playerid, cmdtext[])
{
if (strcmp(cmdtext, "/vehrot", true) == 0)
{
new
currentVeh,
Float: rotZ,
clientMessage[40];
currentVeh = GetPlayerVehicleID(playerid);
GetVehicleZAngle(currentVeh, rotZ);
format(clientMessage, sizeof(clientMessage), "Trenutna rotacija vozila je: %.0f", rotZ);
SendClientMessage(playerid, 0xFFFFFFFF, clientMessage);
return 1;
}
return 0;
}
```
## Srodne Funkcije
- [GetVehicleRotationQuat](GetVehicleRotationQuat): Dobij kvaternionsku rotaciju vozila.
- [SetVehicleZAngle](SetVehicleZAngle): Postavi smjer vozila.
- [GetVehiclePos](GetVehiclePos): Doznajte položaj vozila.
- [GetPlayerFacingAngle](GetPlayerFacingAngle): Provjeri gdje igrač gleda.
| openmultiplayer/web/docs/translations/bs/scripting/functions/GetVehicleZAngle.md/0 | {
"file_path": "openmultiplayer/web/docs/translations/bs/scripting/functions/GetVehicleZAngle.md",
"repo_id": "openmultiplayer",
"token_count": 715
} | 341 |
---
title: IsPlayerInAnyVehicle
description: Provjerava da li je igrač unutar bilo kojeg vozila (kao vozač ili suvozač).
tags: ["player", "vehicle"]
---
## Deskripcija
Provjerava da li je igrač unutar bilo kojeg vozila (kao vozač ili suvozač).
| Ime | Deskripcija |
| -------- | ---------------------- |
| playerid | ID igrača za provjeru. |
## Returns
1: Igrač je u vozilu.
0: Igrač nije u vozilu.
## Primjeri
```c
public OnPlayerCommandText(playerid, cmdtext[])
{
if (strcmp(cmdtext, "/invehicle", true) == 0)
{
if (IsPlayerInAnyVehicle(playerid))
{
SendClientMessage(playerid, 0x00FF00AA, "U vozilu si.");
}
return 1;
}
return 0;
}
```
## Srodne Funkcije
- [IsPlayerInVehicle](IsPlayerInVehicle): Provjerite je li igrač u određenom vozilu.
- [GetPlayerVehicleSeat](GetPlayerVehicleSeat): Provjeri u kojem je igrač sjedištu.
| openmultiplayer/web/docs/translations/bs/scripting/functions/IsPlayerInAnyVehicle.md/0 | {
"file_path": "openmultiplayer/web/docs/translations/bs/scripting/functions/IsPlayerInAnyVehicle.md",
"repo_id": "openmultiplayer",
"token_count": 420
} | 342 |
---
title: Kick
description: Izbacuje igrača sa servera. Morati će napustiti igru i ponovno se konektovati ako žele da nastave igrati.
tags: ["administration"]
---
## Deskripcija
Izbacuje igrača sa servera. Morati će napustiti igru i ponovno se konektovati ako žele da nastave igrati.
| Ime | Deskripcija |
| -------- | ---------------------- |
| playerid | ID igrača za izbaciti. |
## Returns
Ova funkcija uvijek returna (vraća) 1, bilo da funckija ne uspije da se izvrši (navedeni igrač ne postoji).
## Zabilješke
:::warning
Bilo koja radnja poduzeta neposredno prije Kicka() (poput slanja poruke pomoću SendClientMessage) neće doći do igrača. Za odgodu udarca mora se koristiti tajmer.
:::
## Primjeri
```c
// Da bi se prikazala poruka (npr. Razlog) za uređaj prije nego što se veza prekine
// morate koristiti tajmer za stvaranje kašnjenja. Ovo kašnjenje treba biti samo nekoliko milisekundi,
// ali ovaj primjer koristi punu sekundu samo da bi bio na sigurnoj strani.
public OnPlayerCommandText(playerid, cmdtext[])
{
if (strcmp(cmdtext, "/kickme", true) == 0)
{
// Izbacite igrača koji je izvršio ovu naredbu.
// Prvo im pošaljite poruku
SendClientMessage(playerid, 0xFF0000FF, "You have been kicked!");
// Zapravo ih izbacite sekundu kasnije na tajmeru.
SetTimerEx("DelayedKick", 1000, false, "i", playerid);
return 1;
}
return 0;
}
forward DelayedKick(playerid);
public DelayedKick(playerid)
{
Kick(playerid);
return 1;
}
```
## Srodne Funkcije
- [Ban](Ban): Banuj igrača sa servera.
- [BanEx](BanEx): Banuj igrača sa servera uz prilagođenu poruku.
| openmultiplayer/web/docs/translations/bs/scripting/functions/Kick.md/0 | {
"file_path": "openmultiplayer/web/docs/translations/bs/scripting/functions/Kick.md",
"repo_id": "openmultiplayer",
"token_count": 742
} | 343 |
---
title: NetStats_PacketLossPercent
description: Dobija procenat gubitka paketa (packet loss) igrača.
tags: []
---
## Deskripcija
Dobija procenat gubitka paketa (packet loss) igrača. Gubitak paketa znači da se podaci koje igrač šalje na server gube (ili obrnuto).
| Ime | Deskripcija |
| -------- | ---------------------------- |
| playerid | ID igrača za dobiti podatke. |
## Returns
Procenat gubitka paketa kao float. 0 ako igrač nije povezan.
## Primjeri
```c
public OnPlayerCommandText(playerid,cmdtext[])
{
if (!strcmp(cmdtext, "/packetloss"))
{
new szString[144];
format(szString, sizeof(szString), "Packets lost: %.2f percent.", NetStats_PacketLossPercent(playerid));
SendClientMessage(playerid, -1, szString);
}
return 1;
}
```
## Zabilješke
:::tip
Imajte na umu da će ova funkcija prijaviti pakete koje je server izgubio. Broj gubitka paketa koji je prijavio klijent **bit će** različit, ne zato što je i jedan i drugi netačan, već zato što su i server i klijent svjesni samo paketa gubitaka koje su poslali.
:::
:::tip
Sve veće od 0,0% već bi trebalo biti razlog za zabrinutost. Sve što je veće od 1,0% je potpuno loše.
:::
## 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_MessagesReceived](NetStats_MessagesReceived): Dohvatite broj mrežnih poruka koje je server primio od igrača.
- [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_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_PacketLossPercent.md/0 | {
"file_path": "openmultiplayer/web/docs/translations/bs/scripting/functions/NetStats_PacketLossPercent.md",
"repo_id": "openmultiplayer",
"token_count": 1008
} | 344 |
---
title: PlayerTextDrawSetPreviewRot
description: Postavlja rotaciju i zumiranje prikaza 3D modela u player-textdrawu.
tags: ["player", "textdraw", "playertextdraw"]
---
## Deskripcija
Postavlja rotaciju i zumiranje prikaza 3D modela u player-textdrawu.
| Ime | Deskripcija |
| --------------- | ------------------------------------------------------------------------------------------------------------------------ |
| playerid | ID igrača čiji player-textdraw treba izmijeniti. |
| PlayerText:text | ID player-textdrawa za izmijeniti. |
| Float:fRotX | X vrijednost rotacije. |
| Float:fRotY | Y vrijednost rotacije. |
| Float:fRotZ | Z vrijednost rotacije. |
| Float:fZoom | Vrijednost zumiranja, zadana vrijednost 1.0, manje vrijednosti čine kameru bližom i veće vrijednosti čine kameru daljom. |
## Returns
Ova funkcija ne returna (vraća) nikakve posebne vrijednosti.
## Primjeri
```c
new PlayerText: gMyTextdraw[MAX_PLAYERS];
public OnPlayerConnect(playerid)
{
gMyTextdraw[playerid] = CreatePlayerTextDraw(playerid, 320.0, 240.0, "_");
PlayerTextDrawFont(playerid, gMyTextdraw[playerid], TEXT_DRAW_FONT_MODEL_PREVIEW);
PlayerTextDrawUseBox(playerid, gMyTextdraw[playerid], 1);
PlayerTextDrawBoxColor(playerid, gMyTextdraw[playerid], 0x000000FF);
PlayerTextDrawTextSize(playerid, gMyTextdraw[playerid], 40.0, 40.0);
PlayerTextDrawSetPreviewModel(playerid, gMyTextdraw[playerid], 411);
PlayerTextDrawSetPreviewRot(playerid, gMyTextdraw[playerid], -10.0, 0.0, -20.0, 1.0);
PlayerTextDrawShow(playerid, gMyTextdraw[playerid]);
return 1;
}
```
## Zabilješke
:::warning
Textdraw MORA koristiti tip fonta TEXT_DRAW_FONT_MODEL_PREVIEW kako bi ova funkcija imala efekta.
:::
## Srodne Funkcije
- [TextDrawSetPreviewRot](TextDrawSetPreviewRot): Postavlja rotaciju 3D prikaza u textdraw-u.
- [PlayerTextDrawSetPreviewModel](PlayerTextDrawSetPreviewModel): Postavlja ID modela 3D prikaza u player-textdrawu.
- [PlayerTextDrawSetPreviewVehCol](PlayerTextDrawSetPreviewVehCol): Postavlja boju vozila 3D prikazu u player-textdrawu.
- [PlayerTextDrawFont](PlayerTextDrawFont): Postavi font player-textdrawa.
- [OnPlayerClickPlayerTextDraw](../callbacks/OnPlayerClickPlayerTextDraw): Pozvano kada igrač klikne na player-textdraw.
| openmultiplayer/web/docs/translations/bs/scripting/functions/PlayerTextDrawSetPreviewRot.md/0 | {
"file_path": "openmultiplayer/web/docs/translations/bs/scripting/functions/PlayerTextDrawSetPreviewRot.md",
"repo_id": "openmultiplayer",
"token_count": 1452
} | 345 |
---
title: RepairVehicle
description: U potpunosti popravlja vozilo, uključujući vidljivu štetu (neravnine, udubljenja, ogrebotine, puknute gume itd.).
tags: ["vehicle"]
---
## Deskripcija
U potpunosti popravlja vozilo, uključujući vidljivu štetu (neravnine, udubljenja, ogrebotine, puknute gume itd.).
| Ime | Deskripcija |
| --------- | ----------------------- |
| vehicleid | ID vozila za popraviti. |
## Returns
1: Funkcija uspješno izvršena.
0: Funkcija neuspješno izvršena. Ovo znači da navedeno vozilo ne postoji.
## Primjeri
```c
public OnPlayerCommandText(playerid, cmdtext[])
{
if (!strcmp("/repair", cmdtext))
{
if (!IsPlayerInAnyVehicle(playerid))
{
return SendClientMessage(playerid, 0xFFFFFFFF, "Nisi u vozilu!");
}
RepairVehicle(GetPlayerVehicleID(playerid));
SendClientMessage(playerid, 0xFFFFFFFF, "Tvoje vozilo je popravljeno!");
return 1;
}
return 0;
}
```
## Srodne Funkcije
- [SetVehicleHealth](SetVehicleHealth): Postavi helte vozila.
- [GetVehicleHealth](GetVehicleHealth): Provjeri helte vozila.
| openmultiplayer/web/docs/translations/bs/scripting/functions/RepairVehicle.md/0 | {
"file_path": "openmultiplayer/web/docs/translations/bs/scripting/functions/RepairVehicle.md",
"repo_id": "openmultiplayer",
"token_count": 509
} | 346 |
---
title: SetActorPos
description: Postavi poziciju aktora.
tags: []
---
:::warning
Ova funkcija je dodana u SA-MP 0.3.7 i ne radi u nižim verzijama!
:::
## Deskripcija
Postavi poziciju aktora.
| Ime | Deskripcija |
| ------- | ------------------------------------------------------------------ |
| actorid | ID aktora za postaviti poziciju. Returnovan/vraćen od CreateActor. |
| X | X kordinata za pozicionirati aktora. |
| Y | Y kordinata za pozicionirati aktora. |
| Z | Z kordinata za pozicionirati aktora. |
## Returns
1: Funkcija uspješno izvršena.
0: Funkcija neuspješno izvršena. Navedeni aktor ne postoji.
## Primjeri
```c
new gMyActor;
public OnGameModeInit()
{
gMyActor = CreateActor(...);
return 1;
}
// Negdje drugo
SetActorPos(gMyActor, 1.0, 2.0, 3.0);
```
## Zabilješke
:::tip
Kada kreirate aktora pomoću CreateActor, vi odredite njegovu poziciju. Ovu funkciju ne trebate koristiti ako kasnije ne želite promijeniti njegov položaj.
:::
## Srodne Funkcije
- [GetActorPos](GetActorPos): Dobij poziciju aktora.
- [CreateActor](CreateActor): Kreiraj aktora (statičnog NPC-a).
| openmultiplayer/web/docs/translations/bs/scripting/functions/SetActorPos.md/0 | {
"file_path": "openmultiplayer/web/docs/translations/bs/scripting/functions/SetActorPos.md",
"repo_id": "openmultiplayer",
"token_count": 645
} | 347 |
---
title: SetPVarInt
description: Postavi cjelobrojnu player (igračevu) varijablu.
tags: ["pvar"]
---
## Deskripcija
Postavi cjelobrojnu player (igračevu) varijablu.
| Ime | Deskripcija |
| --------- | ---------------------------------------------------- |
| playerid | ID igrača čija će player varijabla biti postavljena. |
| varname | Ime player varijable. |
| int_value | Cijeli broj za postaviti. |
## Returns
1: Funkcija uspješno izvršena.
0: Funkcija neuspješno izvršena. Ili navedeni igrač nije konektovan, ili je ime varijable prazno ili preko 40 karaktera.
## Primjeri
```c
// Postavi GetPlayerMoney vrijednost player varijable nazvane "Money"
SetPVarInt(playerid, "Money", GetPlayerMoney(playerid));
// ispisati će da igrač ima
printf("money: %d", GetPVarInt(playerid, "Money"));
```
## Zabilješke
:::tip
Varijable se resetiraju tek nakon što se pozove OnPlayerDisconnect, tako da su vrijednosti i dalje dostupne u OnPlayerDisconnect.
:::
## Srodne Funkcije
- [GetPVarInt](GetPVarInt): Dobij prethodno postavljeni cijeli broj iz igračeve varijable.
- [SetPVarString](SetPVarString): Postavi string za igračevu varijablu.
- [GetPVarString](GetPVarString): Dobij prethodno postavljeni string iz igračeve varijable.
- [SetPVarFloat](SetPVarFloat): Postavi float za igračevu varijablu.
- [GetPVarFloat](GetPVarFloat): Dobij prethodno postavljeni float iz igračeve varijable.
- [DeletePVar](DeletePVar): Ukloni igračevu varijablu.
| openmultiplayer/web/docs/translations/bs/scripting/functions/SetPVarInt.md/0 | {
"file_path": "openmultiplayer/web/docs/translations/bs/scripting/functions/SetPVarInt.md",
"repo_id": "openmultiplayer",
"token_count": 697
} | 348 |
---
title: SetPlayerInterior
description: Postavlja igraču enterijer
tags: ["player"]
---
## Deskripcija
Postavlja igraču enterijer. Lista trenutno poznatih enterijera i njihovih pozicija možete pronaći ovdje.
| Ime | Deskripcija |
| ---------- | ------------------------------------------------------------------------- |
| playerid | ID igrača za postaviti enterijer. |
| interiorid | [ID enterijera](../resources/interiorids) u kojeg treba postaviti igrača. |
## Returns
1: Funkcija uspješno izvršena.
0: Funkcija neuspješno izvršena. Ovo znači da igrač nije konektovan.
## Primjeri
```c
// Postavi igraču zadani enterijer (napolju)
SetPlayerInterior(playerid, 0);
```
## Srodne Funkcije
- [GetPlayerInterior](GetPlayerInterior): Dobij trenutni enterijer igrača.
- [LinkVehicleToInterior](LinkVehicleToInterior): Promijeni enterijer u kojem je vozilo vidljivo.
- [OnPlayerInteriorChange](../callbacks/OnPlayerInteriorChange): Pozvano kada igrač promijeni enterijer.
| openmultiplayer/web/docs/translations/bs/scripting/functions/SetPlayerInterior.md/0 | {
"file_path": "openmultiplayer/web/docs/translations/bs/scripting/functions/SetPlayerInterior.md",
"repo_id": "openmultiplayer",
"token_count": 482
} | 349 |
---
title: SetPlayerSkin
description: Postavi skin igrača.
tags: ["player"]
---
## Deskripcija
Postavi skin igrača. Igračev skin je njegov model karaktera.
| Ime | Deskripcija |
| -------- | ---------------------------------------------------- |
| playerid | ID igrača za postaviti skin. |
| skinid | [Skin](../resources/skins) kojeg će igrač koristiti. |
## Returns
1: Funkcija uspješno izvršena.
0: Funkcija neuspješno izvršena. Ovo znači da navedeni igrač ne postoji.
Zapamti da je 'success' (uspješno) prijavljeno i kada je ID skina nevažeći (nije 0-311, ili 74), ali skin će biti postavljen na ID 0 (CJ).
## Primjeri
```c
public OnPlayerCommandText(playerid, cmdtext[])
{
if (strcmp(cmdtext, "/fireman", true) == 0)
{
// Postavi skin igrača na ID 277, a to je vatrogasac.
SetPlayerSkin(playerid, 277);
return 1;
}
return 0;
}
SetPlayerSkinFix(playerid, skinid)
{
if (!IsPlayerConnected(playerid))
{
return 0;
}
new
Float:tmpPos[4],
vehicleid = GetPlayerVehicleID(playerid),
seatid = GetPlayerVehicleSeat(playerid);
GetPlayerPos(playerid, tmpPos[0], tmpPos[1], tmpPos[2]);
GetPlayerFacingAngle(playerid, tmpPos[3]);
// Ako je ID skina nevažeći, manji od 0 ili veći od 311 ili jednak 74 (nevažeći skin), onda ne radi ništa
if (0 > skinid > 311 || skinid == 74)
{
return 0;
}
if (GetPlayerSpecialAction(playerid) == SPECIAL_ACTION_DUCK)
{
SetPlayerPos(playerid, tmpPos[0], tmpPos[1], tmpPos[2]);
SetPlayerFacingAngle(playerid, tmpPos[3]);
TogglePlayerControllable(playerid, true); // sprečavanje smrzavanja - neobavezno
return SetPlayerSkin(playerid, skinid);
}
else if (IsPlayerInAnyVehicle(playerid))
{
new
tmp;
RemovePlayerFromVehicle(playerid);
SetPlayerPos(playerid, tmpPos[0], tmpPos[1], tmpPos[2]);
SetPlayerFacingAngle(playerid, tmpPos[3]);
TogglePlayerControllable(playerid, true); // sprečavanje smrzavanja - bitno! zbog izvođenja animacija izlaska iz vozila
tmp = SetPlayerSkin(playerid, skinid);
PutPlayerInVehicle(playerid, vehicleid, (seatid == 128) ? 0 : seatid);
return tmp;
}
else
{
return SetPlayerSkin(playerid, skinid);
}
}
```
## Zabilješke
:::warning
Poznati Bug(ovi): Ako je igračeva koža postavljena kada čuči, u vozilu ili izvodi određene animacije, postat će smrznuti ili na neki drugi način uklonjeni. To se može popraviti pomoću TogglePlayerControllable. Igrači se mogu otkriti kako su čučali preko GetPlayerSpecialAction (SPECIAL_ACTION_DUCK). Ostali igrači oko igrača mogu se srušiti ako je u vozilu ili ako ulazi/izlazi iz vozila. Postavljanje kože igrača kada je mrtav može srušiti igrače oko njega. Prekidi sjedeći na biciklima.
:::
## Srodne Funkcije
- [GetPlayerSkin](GetPlayerSkin): Dobij igračev trenutni skin.
- [SetSpawnInfo](SetSpawnInfo): Postavi postavke spawnovanja za igrača.
| openmultiplayer/web/docs/translations/bs/scripting/functions/SetPlayerSkin.md/0 | {
"file_path": "openmultiplayer/web/docs/translations/bs/scripting/functions/SetPlayerSkin.md",
"repo_id": "openmultiplayer",
"token_count": 1417
} | 350 |
---
title: SetVehicleAngularVelocity
description: Postavlja ugaonu brzinu X, Y i Z vozila.
tags: ["vehicle"]
---
:::info
Ova funkcija je u _svjetskom_ prostoru a ne u _lokalnom_ prostoru. Ako želite izvršiti prilagodbe ugaone brzine lokalnog prostora, morate primijeniti matricu rotacije na temelju [quat rotacije vozila](GetVehicleRotationQuat).
:::
## Deskripcija
Postavlja ugaonu brzinu X, Y i Z vozila.
| Ime | Deskripcija |
| --------- | -------------------------------- |
| vehicleid | ID vozila za postaviti brzinu. |
| Float:X | Iznos brzine u ugaonom X smjeru. |
| Float:Y | Iznos brzine u ugaonom Y smjeru. |
| Float:Z | Iznos brzine u ugaonom Z smjeru. |
## Returns
1: Funkcija uspješno izvršena.
0: Funkcija neuspješno izvršena. Vozilo ne postoji.
## Primjeri
```c
public OnPlayerCommandText(playerid, cmdtext[])
{
if (!strcmp("/spin", cmdtext))
{
if (IsPlayerInAnyVehicle(playerid))
{
SetVehicleAngularVelocity(GetPlayerVehicleID(playerid), 0.0, 0.0, 2.0);
}
return 1;
}
}
```
## Zabilješke
:::warning
Ova funkcija nema utjecaja na prazna vozila i ne utječe na vozove.
:::
## Srodne Funkcije
- [SetVehicleVelocity](SetVehicleVelocity): Postavi brzinu vozila.
- [GetVehicleVelocity](GetVehicleVelocity): Dobij brzinu vozila.
| openmultiplayer/web/docs/translations/bs/scripting/functions/SetVehicleAngularVelocity.md/0 | {
"file_path": "openmultiplayer/web/docs/translations/bs/scripting/functions/SetVehicleAngularVelocity.md",
"repo_id": "openmultiplayer",
"token_count": 611
} | 351 |
---
title: ShowObjectForPlayer
description: Prikaže objekat igraču.
tags: ["player", "object"]
---
<VersionWarn version='omp v1.1.0.2612' />
## Deskripcija
Prikazuje objekat igraču koji je sakriven sa [HideObjectForPlayer](HideObjectForPlayer) funkcijom.
## Parametri
| Ime | Deskripcija |
|----------|------------------------------------------|
| playerid | ID igrača. |
| objectid | ID objekta da se prikaže igraču. |
## Returnovi
`true` - Funkcija uspješno izvršena.
`false` - Funkcija neuspješno izvršena. Navedeni playerid ili objectid ne postoji.
## Primjeri
```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;
}
```
## Srodne Funkcije
- [HideObjectForPlayer](HideObjectForPlayer): Sakrije objekat igraču.
- [IsObjectHiddenForPlayer](IsObjectHiddenForPlayer): Provjerava da li je objekat sakriven za igrača.
- [CreateObject](CreateObject): Kreira objekat.
| openmultiplayer/web/docs/translations/bs/scripting/functions/ShowObjectForPlayer.md/0 | {
"file_path": "openmultiplayer/web/docs/translations/bs/scripting/functions/ShowObjectForPlayer.md",
"repo_id": "openmultiplayer",
"token_count": 529
} | 352 |
---
title: floatfract
description: Nabavite razlomljeni dio floata.
tags: []
---
:::warning
Ova funkcija započinje malim slovom.
:::
## Deskripcija
Nabavite razlomljeni dio floata. To znači vrijednost brojeva nakon decimalne točke.
| Ime | Deskripcija |
| ----- | -------------------------------------- |
| value | Float za dobivanje frakcijskog dijela. |
## Returns
Djelomični dio float-a, kao vrijednost float-a.
## Primjeri
```c
new Float:fFract = floatfract(3.14159); // returns 0.14159
```
## Srodne Funkcije
- [floatround](floatround): Pretvori float u cijeli broj (zaokruživanje).
| openmultiplayer/web/docs/translations/bs/scripting/functions/floatfract.md/0 | {
"file_path": "openmultiplayer/web/docs/translations/bs/scripting/functions/floatfract.md",
"repo_id": "openmultiplayer",
"token_count": 281
} | 353 |
---
title: fseek
description: Promijenite trenutni položaj u datoteci.
tags: []
---
:::warning
Ova funkcija započinje malim slovom.
:::
## Deskripcija
Promijenite trenutni položaj u datoteci. Kroz datoteku možete tražiti unaprijed ili unatrag.
| Ime | Deskripcija |
| ------------ | ------------------------------------------------------------------------------------------------------------------ |
| handle | Upravitelj datoteke za upotrebu, otvorila je fopen () |
| position | Nova pozicija u datoteci, u odnosu na parametar odakle (vidi dolje). |
| whence | Početni položaj na koji se odnosi položaj parametra. |
| seek_start | Postavite položaj datoteke u odnosu na početak datoteke (parametar položaja mora biti pozitivan). |
| seek_current | Postavite položaj datoteke u odnosu na trenutni položaj datoteke: parametar položaja dodaje se u trenutni položaj. |
| seek_end | Postavite položaj datoteke u odnosu na kraj datoteke (položaj parametra mora biti nula ili negativan). |
## Returns
Nova pozicija; u odnosu na početak datoteke.
## Primjeri
```c
// Otvori "file.txt" u "read only" modu (samo čitanje)
new File:handle = fopen("file.txt", io_read);
// Ako je "file.txt" otvoren
if (handle)
{
// Uspješno
// Skočite na 1. bajt "file.txt" i ispišite njegov položaj
printf("Begin of file position: %d", fseek(handle, 0, seek_start));
// Skočite na posljednji bajt "file.txt" i ispišite njegov položaj
printf("End of file position: %d", fseek(handle, 0, seek_end));
// Skočite na isti bajt "file.txt" i ispišite njegov položaj
printf("Currrent file position: %d", fseek(handle, 0, seek_current));
// Zatvori "file.txt"
fclose(handle);
}
else
{
// Error
print("Nesupješno otvaranje \"file.txt\".");
}
```
## Zabilješke
:::warning
Korištenje nevaljanog upravitelja srušit će vaš server! Nabavite važeći upravitelj pomoću fopen ili ftemp.
:::
## Srodne Funkcije
- [fopen](fopen): Otvori fajl/datoteku.
- [fclose](fclose): Zatvori fajl/datoteku.
- [ftemp](ftemp): Stvorite privremeni tok fajlova/datoteka.
- [fremove](fremove): Uklonite fajl/datoteku.
- [fwrite](fwrite): Piši u fajl/datoteku.
- [fread](fread): Čitaj fajl/datoteku.
- [fputchar](fputchar): Stavite znak u fajl/datoteku.
- [fgetchar](fgetchar): Dobijte znak iz fajla/datoteke.
- [fblockwrite](fblockwrite): Zapišite blokove podataka u fajl/datoteku.
- [fblockread](fblockread): Očitavanje blokova podataka iz fajla/datoteke.
- [fseek](fseek): Skoči na određeni znak u fajlu/datoteci.
- [flength](flength): Nabavite dužinu fajla/datoteke.
- [fexist](fexist): Provjeri da li datoteka postoji.
- [fmatch](fmatch): Provjeri podudaraju li se uzorci s nazivom datoteke.
| openmultiplayer/web/docs/translations/bs/scripting/functions/fseek.md/0 | {
"file_path": "openmultiplayer/web/docs/translations/bs/scripting/functions/fseek.md",
"repo_id": "openmultiplayer",
"token_count": 1508
} | 354 |
---
title: numargs
description: Dohvatite broj argumenata proslijeđenih funkciji.
tags: []
---
:::warning
Ova funkcija započinje malim slovom.
:::
## Deskripcija
Dohvatite broj argumenata proslijeđenih funkciji.
## Primjeri
```c
SomeFunction(...)
{
printf("numargs(): %i", numargs());
}
public OnFilterScriptInit()
{
SomeFunction(1, 2, 3);
}
// Output: "numargs(): 3"
// Zato što su 3 parametra (1, 2, 3) proslijeđena.
```
## Srodne Funkcije
- [getarg](getarg): Dohvaćanje argumenta iz liste argumenata varijable.
- [setarg](setarg): Postavi argument.
| openmultiplayer/web/docs/translations/bs/scripting/functions/numargs.md/0 | {
"file_path": "openmultiplayer/web/docs/translations/bs/scripting/functions/numargs.md",
"repo_id": "openmultiplayer",
"token_count": 248
} | 355 |
---
title: strunpack
description: Ovom se funkcijom može raspakirati string.
tags: []
---
:::warning
Ova funkcija započinje malim slovom.
:::
## Deskripcija
Ovom se funkcijom može raspakirati string.
| Ime | Deskripcija |
| ----------------------- | --------------------------------------------------------------------------- |
| dest[] | Odredišni string za spremanje nepakiranog stringa, proslijeđeno referencom. |
| const source[] | Izvor, originalno upakovani string. |
| maxlength=sizeof string | Maksimalna veličina za unijeti. |
## Returns
Broj upakovanih karaktera.
## Primjeri
```c
new string[17];
new pstring[17 char] = !"Cao, kako si?";
strunpack(string, pstring);
```
## Srodne Funkcije
- [ispacked](ispacked): Provjeri da li je dati string upakovan.
- [strpack](strpack): Ova funkcija se može koristiti da upakujete string.
- [strcmp](strcmp): Uporedi dva stringa kako bi provjerio da li su isti.
- [strfind](strfind): Pretraži string u drugom stringu.
- [strins](../function/strins): Unesi tekst u string.
- [strlen](../function/strlen): Dobij dužinu stringa.
- [strmid](strmid): Izdvoji dio stringa u drugi string.
- [strpack](strpack): Upakuj string u odredišni string.
- [strval](strval): Pretvori string u cijeli broj.
- [strcat](strcat): Spojite dva stringa u odredišnu referencu.
- [strdel](strdel): Obriši dio stringa.
| openmultiplayer/web/docs/translations/bs/scripting/functions/strunpack.md/0 | {
"file_path": "openmultiplayer/web/docs/translations/bs/scripting/functions/strunpack.md",
"repo_id": "openmultiplayer",
"token_count": 706
} | 356 |
---
title: Izvori Klikanja
description: Izvori Klikanja
---
:::info
Ispod je lista izvora klikova koje koristi [OnPlayerClickPlayer](../callbacks/OnPlayerClickPlayer). Trenutno postoji samo jedan tip izvora klika.
:::
| Vrijednost | Konstantni simbol |
| ---------- | ----------------------- |
| 0 | CLICK_SOURCE_SCOREBOARD |
| openmultiplayer/web/docs/translations/bs/scripting/resources/clicksources.md/0 | {
"file_path": "openmultiplayer/web/docs/translations/bs/scripting/resources/clicksources.md",
"repo_id": "openmultiplayer",
"token_count": 141
} | 357 |
---
title: AddPlayerClass
description: Fügt eine Klasse zur Klassen-Auswahl(class-selection) hinzu.
tags: ["player"]
---
## Beschreibung
Fügt eine Klasse zur Klassen-Auswahl(class-selection) hinzu. Klassen ermöglichen dem Spieler mit einem Skin ihrer Wahl zu spawnen.
| Name | Beschreibung |
| ------------- | ------------------------------------------------------------- |
| modelid | Der Skin(SkinID) mit dem der Spieler spawnt. |
| Float:spawn_x | Die X Koordinate des Spawnpunkts der Klasse. |
| Float:spawn_y | Die Y Koordinate des Spawnpunkts der Klasse. |
| Float:spawn_z | Die Z Koordinate des Spawnpunkts der Klasse. |
| Float:z_angle | Die Blickrichtung des Spawnpunktes. |
| weapon1 | Die erste Spawn-Waffe des Spielers. |
| weapon1_ammo | Die Menge der Munition der ersten Waffe. |
| weapon2 | Die zweite Spawn-Waffe des Spielers. |
| weapon2_ammo | Die Menge der Munition der zweiten Waffe. |
| weapon3 | Die dritte Spawn-Waffe des Spielers. |
| weapon3_ammo | Die Menge der Munition der dritten Waffe. |
## Rückgabe(return value)
Die ID der Klasse die erstellt wurde.
319 wenn das Class-Limit (320) erreicht ist. Höchstmögliche Class ID: 319.
## Beispiele
```c
public OnGameModeInit()
{
// Spieler können entweder mit dem CJ Skin (0) oder The Truth skin (1) spawnen.
AddPlayerClass(0, 1958.33, 1343.12, 15.36, 269.15, 26, 36, 28, 150, 0, 0); // CJ
AddPlayerClass(1, 1958.33, 1343.12, 15.36, 269.15, 26, 36, 28, 150, 0, 0); // The Truth
return 1;
}
```
## Anmerkungen
:::tip
Die maximale Class ID ist 319 (Start bei 0, also insgesamt 320 Klassen). Wenn das Limit erreicht ist ersetzen alle weiteren Klassen die Klasse mit class ID 319.
:::
## Ähnliche Funktionen
- [AddPlayerClassEx](AddPlayerClassEx): Erstelle einen Klasse mit einem zugewiesenen Team.
- [SetSpawnInfo](SetSpawnInfo): Setze die Spawneinstellungen eines Spielers.
- [SetPlayerSkin](SetPlayerSkin): Ändere den Skin eines Spielers.
| openmultiplayer/web/docs/translations/de/scripting/functions/AddPlayerClass.md/0 | {
"file_path": "openmultiplayer/web/docs/translations/de/scripting/functions/AddPlayerClass.md",
"repo_id": "openmultiplayer",
"token_count": 953
} | 358 |
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