| Mini Optimizacija #2 | Streamer_UpdateEx |
Bićemo brzi, ništa mnogo objašnjavanja :)
Više informacija na ovom linku (https://github.com/samp-incognito/samp-streamer-plugin/wiki/Natives-(Updates)#streamer_updateexplayerid-floatx-floaty-floatz-worldid---1-interiorid---1-type---1-compensatedtime---1-freezeplayer--1)!
a) Kako ne?[pawn]// RELEASED(keys)
#define RELEASED(%0) \
(((newkeys & (%0)) != (%0)) && ((oldkeys & (%0)) == (%0)))
forward UnfreezePlayer(playerid);
public UnfreezePlayer(playerid)
{
TogglePlayerControllable(playerid, true);
SendClientMessage(playerid, -1, "Objekti ucitani, jeej!");
return;
}
public OnPlayerKeyStateChange(playerid, newkeys, oldkeys)
{
// Kada igrac pusti `ENTER`
if(RELEASED(KEY_SECONDARY_ATTACK))
{
const interior_pos_x = 250.0;
const interior_pos_y = 250.0;
const interior_pos_z = 500.0;
const delay = 2000;
// Zamrzni Igraca
TogglePlayerControllable(playerid, false);
SendClientMessage(playerid, -1, "Ucitavanje objekata molimo stagod");
// Teleportuj Igraca
SetPlayerPos(playerid, interior_pos_x, interior_pos_y, interior_pos_z);
// Odmrzni Igraca
SetTimerEx("UnfreezePlayer", delay, false, "d", playerid);
}
return 1;
}[/pawn]
b) Kako da?[pawn]// RELEASED(keys)
#define RELEASED(%0) \
(((newkeys & (%0)) != (%0)) && ((oldkeys & (%0)) == (%0)))
public OnPlayerKeyStateChange(playerid, newkeys, oldkeys)
{
// Kada igrac pusti `ENTER`
if(RELEASED(KEY_SECONDARY_ATTACK))
{
const interior_pos_x = 250.0;
const interior_pos_y = 250.0;
const interior_pos_z = 500.0;
const delay = 2000;
// Teleportuj, zamrzni, odmrzni (sve streamer uradi) :)
Streamer_UpdateEx(playerid, interior_pos_x, interior_pos_y, interior_pos_z, .compensatedtime = delay);
}
return 1;
}[/pawn]
[pawn]native Streamer_UpdateEx(playerid, Float:x, Float:y, Float:z, worldid = -1, interiorid = -1, type = -1, compensatedtime = -1, freezeplayer = 1);[/pawn]
Napomena:Morate koristiti compensatedtime da bi se pozicija automatski promenila i da bi se INT/VW automatski ažurirali!
Bez toga streamer samo učita objekte na
x, y, z tj spremi ih da bi vi ručno igrača teleportovali (loaduje objekte pre nego što igrač dođe u streamer distancu) :D
compensatedtime je koliko dugo streamer prestaje sa automatskim apdejtanjem objekata i koliko dugo je igrac zamrznut :D
Znao od prije, ovako treba da i bude. Gg
Citat: // xunder poslato Avgust 17, 2020, 00:00:52 PRE PODNE
U type koristi STREAMER_TYPE_OBJECT
Yep, mada sumnjam da ima potrebe jer uglavnom nije pretrpano drugim stvarima nego iskljucivo objektima ali kontam da streameru interno i to znači... :D
EDIT:
if (static_cast<int>(params[8]) >= 0)
{
sampgdk::SetPlayerPos(p->first, p->second.position[0], p->second.position[1], p->second.position[2]);
if (static_cast<int>(params[9]))
{
sampgdk::TogglePlayerControllable(p->first, false);
}
p->second.delayedUpdate = true;
p->second.delayedUpdateType = static_cast<int>(params[7]); // OVO
p->second.delayedUpdateTime = boost::chrono::steady_clock::now() + boost::chrono::milliseconds(static_cast<int>(params[8]));
p->second.delayedUpdateFreeze = static_cast<int>(params[9]) != 0;
}
startManualUpdate(p->second, p->second.delayedUpdateType);
void Streamer::startManualUpdate(Player &player, int type)
{
std::bitset<STREAMER_MAX_TYPES> enabledItems = player.enabledItems;
if (player.delayedUpdate)
{
if (player.delayedUpdateTime.time_since_epoch() <= boost::chrono::steady_clock::now().time_since_epoch())
{
if (player.delayedUpdateFreeze)
{
sampgdk::TogglePlayerControllable(player.playerId, true);
}
player.delayedUpdate = false;
}
}
if (type >= 0 && type < STREAMER_MAX_TYPES)
{
if (core->getChunkStreamer()->getChunkStreamingEnabled())
{
switch (type)
{
case STREAMER_TYPE_OBJECT:
{
player.discoveredObjects.clear();
player.existingObjects.clear();
player.processingChunks.reset(STREAMER_TYPE_OBJECT);
break;
}
case STREAMER_TYPE_MAP_ICON:
{
player.discoveredMapIcons.clear();
player.existingMapIcons.clear();
player.processingChunks.reset(STREAMER_TYPE_MAP_ICON);
break;
}
case STREAMER_TYPE_3D_TEXT_LABEL:
{
player.discoveredTextLabels.clear();
player.existingTextLabels.clear();
player.processingChunks.reset(STREAMER_TYPE_3D_TEXT_LABEL);
break;
}
}
}
player.enabledItems.reset();
player.enabledItems.set(type);
}
else if (core->getChunkStreamer()->getChunkStreamingEnabled())
{
player.discoveredMapIcons.clear();
player.discoveredObjects.clear();
player.discoveredTextLabels.clear();
player.existingMapIcons.clear();
player.existingObjects.clear();
player.existingTextLabels.clear();
player.processingChunks.reset();
}
processActiveItems();
performPlayerUpdate(player, false);
if (core->getChunkStreamer()->getChunkStreamingEnabled())
{
core->getChunkStreamer()->performPlayerChunkUpdate(player, false);
}
player.enabledItems = enabledItems;
}
Ipak unosite tip :D