YSF - ( 320+ FUNKCIJA - MUST HAVE PLUGIN )

Započeo Southclaws Jr., April 08, 2019, 21:02:18 POSLE PODNE

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YSF


YSF je plugin koji služi da izvuče maksimum od SA:MP servera.
Uglavnom se bavi editovanjem memorije ( memory hacking ) i hookovanjem funkcija, ali ovaj deo vas ne zanima.



Neke funkcije
Ovde su nabrojane samo neke funkcije jer ih ima poprilično:

  • ffind
    • Služi da pronaÄ'e fajl.
  • frename
    • Služi da preimenuje fajl.
  • dfind
    • Služi da pronaÄ'e direktorijum ( folder ).
  • dcreate
    • Služi da kreira direktorijum ( folder ).
  • drename
    • Služi da preimenuje direktorijum ( folder ).
  • SetMaxPlayers
    • Služi da promeni limit slotova tj. broja igrača koji mogu da se konektuju BEZ obzira na koliko ima max slotova, znači na primer 51/50.
  • LoadFilderScript
    • Služi da učita filterskriptu.
  • UnLoadFilderScript
    • Služi da odčita filterskriptu.
  • GetFilterScriptCount
    • Služi da Vam pokaže ukupan broj pokrenutih filterskripti.
  • LoadFilderScript
    • Služi da učita filterskriptu.
  • GetServerSettings
    • Služi da Vam da prikaže podeÅ¡avanja servera: Player Markeri, Name Tagovi, Stunt Bonus, Ped Anims, Limit Chat Radius, InteriorEnterExits, Name Tag LOS, Manual Vehicle Engine, Limit Player Markers, Vehicle Friendly Fire, Global Chat Radius, Name Tag DD, Player Marker Limit
  • AllowNickNameCharacter
    • SA-MP nedozvoljava neke simbole u imenu, dok sa ovom funkcijom možete da dozvolite isti, na primer AllowNickNameCharacter('#'); i igrač će moći da ima # u imenu!
  • IsValidNickName
    • Proverava validnost nick name-a
  • GetRunningTimers
    • Prikazuje pokrenute tajmere.
  • SetPlayerFakePing
    • Fake ping na tablistu, na primer postavite igraču ping sa 60 na 20.
  • IsPlayerPaused
    • Proverava da li je igrač AFK.
  • GetPlayerPausedTime
    • Vreme koliko dugo je igrač AFK.
    SVE Funkcije
    native execute(const command[], saveoutput=0, index=0);
    ffind(const pattern[], filename[], len, &idx);
    frename(const oldname[], const newname[]);
    dfind(const pattern[], filename[], len, &idx);
    dcreate(const name[]);
    drename(const oldname[], const newname[]);
    SetModeRestartTime(Float:time);
    Float:GetModeRestartTime();
    SetMaxPlayers(maxplayers);
    SetMaxNPCs(maxnpcs);
    LoadFilterScript(const scriptname[]); // difference between "rcon loadfs": Return -> True if success, false if not
    UnLoadFilterScript(const scriptname[]); // ^
    GetFilterScriptCount();
    GetFilterScriptName(id, name[], len = sizeof(name));
    AddServerRule(const name[], const value[], E_SERVER_RULE_FLAGS:flags = CON_VARFLAG_RULE);
    SetServerRule(const name[], const value[]);
    IsValidServerRule(const name[]);
    SetServerRuleFlags(const name[], E_SERVER_RULE_FLAGS:flags);
    E_SERVER_RULE_FLAGS:GetServerRuleFlags(const name[]);
    GetServerSettings(&showplayermarkes, &shownametags = 0, &stuntbonus = 0, &useplayerpedanims = 0, &bLimitchatradius = 0, &disableinteriorenterexits = 0, &nametaglos = 0, &manualvehicleengine = 0, &limitplayermarkers = 0, &vehiclefriendlyfire = 0, &defaultcameracollision = 0, &Float:fGlobalchatradius = 0.0, &Float:fNameTagDrawDistance = 0.0, &Float:fPlayermarkerslimit = 0.0);
    GetNPCCommandLine(npcid, npcscript[], length = sizeof(npcscript));
    GetSyncBounds(&Float:hmin, &Float:hmax = 0.0, &Float:vmin = 0.0, &Float:vmax = 0.0);
    SetSyncBounds(Float:hmin, Float:hmax, Float:vmin, Float:vmax);
    GetRCONCommandName(const cmdname[], changedname[], len = sizeof(changedname));
    ChangeRCONCommandName(const cmdname[], changedname[]);
    CallFunctionInScript(const scriptname[], const function[], const format[], {Float,_}:...);
    EnableConsoleMSGsForPlayer(playerid, color);
    DisableConsoleMSGsForPlayer(playerid);
    HasPlayerConsoleMessages(playerid, &color = 0);
    YSF_SetTickRate(ticks);
    YSF_GetTickRate();
    YSF_EnableNightVisionFix(enable);
    YSF_IsNightVisionFixEnabled();
    YSF_ToggleOnServerMessage(toggle);
    YSF_IsOnServerMessageEnabled();
    YSF_SetExtendedNetStatsEnabled(enable);
    YSF_IsExtendedNetStatsEnabled();
    YSF_SetAFKAccuracy(time_ms);
    YSF_GetAFKAccuracy();
    SetRecordingDirectory(const dir[]);
    GetRecordingDirectory(dir[], len = sizeof(dir));
    IsValidNickName(const name[]);
    AllowNickNameCharacter(character, bool:allow);
    IsNickNameCharacterAllowed(character);
    GetAvailableClasses();
    GetPlayerClass(classid, &teamid, &modelid = 0, &Float:spawn_x = 0.0, &Float:spawn_y = 0.0, &Float:spawn_z = 0.0, &Float:z_angle = 0.0, &weapon1 = 0, &weapon1_ammo = 0, &weapon2 = 0, &weapon2_ammo = 0, &weapon3 = 0, &weapon3_ammo = 0);
    EditPlayerClass(classid, teamid, modelid, Float:spawn_x, Float:spawn_y, Float:spawn_z, Float:z_angle, weapon1, weapon1_ammo, weapon2, weapon2_ammo, weapon3, weapon3_ammo);
    GetRunningTimers();
    SetPlayerGravity(playerid, Float:gravity);
    Float:GetPlayerGravity(playerid);
    SetPlayerAdmin(playerid, bool:admin); // Set player as RCON admin
    SetPlayerTeamForPlayer(playerid, teamplayerid, teamid);
    GetPlayerTeamForPlayer(playerid, teamplayerid);
    SetPlayerSkinForPlayer(playerid, skinplayerid, skin);
    GetPlayerSkinForPlayer(playerid, skinplayerid);
    SetPlayerNameForPlayer(playerid, nameplayerid, const playername[]);
    GetPlayerNameForPlayer(playerid, nameplayerid, playername[], size = sizeof(playername));
    SetPlayerFightStyleForPlayer(playerid, styleplayerid, style);
    GetPlayerFightStyleForPlayer(playerid, skinplayerid);
    SetPlayerPosForPlayer(playerid, posplayerid, Float:fX, Float:fY, Float:fZ, bool:forcesync = true);
    SetPlayerRotationQuatForPlayer(playerid, quatplayerid, Float:w, Float:x, Float:y, Float:z, bool:forcesync = true);
    ApplyAnimationForPlayer(playerid, animplayerid, const animlib[], const animname[], Float:fDelta, loop, lockx, locky, freeze, time); // DOESN'T WORK
    GetPlayerWeather(playerid);
    TogglePlayerWidescreen(playerid, bool:set);
    IsPlayerWidescreenToggled(playerid);
    GetSpawnInfo(playerid, &teamid, &modelid = 0, &Float:spawn_x = 0.0, &Float:spawn_y = 0.0, &Float:spawn_z = 0.0, &Float:z_angle = 0.0, &weapon1 = 0, &weapon1_ammo = 0, &weapon2 = 0, &weapon2_ammo = 0, &weapon3 = 0, &weapon3_ammo = 0);
    GetPlayerSkillLevel(playerid, skill);
    IsPlayerCheckpointActive(playerid);
    GetPlayerCheckpoint(playerid, &Float:fX, &Float:fY = 0.0, &Float:fZ = 0.0, &Float:fSize = 0.0);
    IsPlayerRaceCheckpointActive(playerid);
    GetPlayerRaceCheckpoint(playerid, &Float:fX, &Float:fY = 0.0, &Float:fZ = 0.0, &Float:fNextX = 0.0, &Float:fNextY = 0.0, &Float:fNextZ = 0.0, &Float:fSize = 0.0);
    GetPlayerWorldBounds(playerid, &Float:x_max, &Float:x_min = 0.0, &Float:y_max = 0.0, &Float:y_min = 0.0);
    IsPlayerInModShop(playerid);
    GetPlayerSirenState(playerid);
    GetPlayerLandingGearState(playerid);
    GetPlayerHydraReactorAngle(playerid);
    Float:GetPlayerTrainSpeed(playerid);
    Float:GetPlayerZAim(playerid);
    GetPlayerSurfingOffsets(playerid, &Float:fOffsetX, &Float:fOffsetY = 0.0, &Float:fOffsetZ = 0.0);
    GetPlayerRotationQuat(playerid, &Float:w, &Float:x = 0.0, &Float:y = 0.0, &Float:z = 0.0);
    GetPlayerDialogID(playerid);
    GetPlayerSpectateID(playerid);
    GetPlayerSpectateType(playerid);
    GetPlayerLastSyncedVehicleID(playerid);
    GetPlayerLastSyncedTrailerID(playerid);
    SendBulletData(senderid, forplayerid = -1, weaponid, hittype, hitid, Float:fHitOriginX, Float:fHitOriginY, Float:fHitOriginZ, Float:fHitTargetX, Float:fHitTargetY, Float:fHitTargetZ, Float:fCenterOfHitX, Float:fCenterOfHitY, Float:fCenterOfHitZ);
    ShowPlayerForPlayer(forplayerid, playerid, bool:setskin=false);
    HidePlayerForPlayer(forplayerid, playerid);
    AddPlayerForPlayer(forplayerid, playerid, isnpc = 0);
    RemovePlayerForPlayer(forplayerid, playerid);
    SetPlayerChatBubbleForPlayer(forplayerid, playerid, const text[], color, Float:drawdistance, expiretime);
    ResetPlayerMarkerForPlayer(playerid, resetplayerid);
    SetPlayerVersion(playerid, const version[]);
    IsPlayerSpawned(playerid);
    IsPlayerControllable(playerid);
    SpawnForWorld(playerid);
    BroadcastDeath(playerid);
    IsPlayerCameraTargetEnabled(playerid);
    SetPlayerDisabledKeysSync(playerid, keys, updown = 0, leftright = 0);
    GetPlayerDisabledKeysSync(playerid, &keys, &updown = 0, &leftright = 0);
    GetPlayerBuildingsRemoved(playerid);
    IsBuildingRemovedForPlayer(playerid, modelid, Float:fX, Float:fY, Float:fZ, Float:fRadius);
    TogglePlayerGhostMode(playerid, bool:toggle);
    GetPlayerGhostMode(playerid);
    SetPlayerSyncKeys(playerid, keys, updown, leftright);
    SetPlayerSyncCameraFrontVector(playerid, Float:x, Float:y, Float:z);
    SetPlayerSyncCameraPos(playerid, Float:x, Float:y, Float:z);
    SetPlayerSyncCameraMode(playerid, mode);
    SetPlayerSyncWeapon(playerid, weaponid);
    SetPlayerSyncWeaponState(playerid, weaponstate);
    SetPlayerSyncSpecialAction(playerid, actionid);
    SetPlayerSyncHealth(playerid, Float:health);
    SetPlayerSyncArmour(playerid, Float:armour);
    SetPlayerSyncPosition(playerid, Float:x, Float:y, Float:z);
    SetPlayerSyncVehicleId(playerid, vehicleid);
    SetPlayerSyncVehiclePosition(playerid, Float:x, Float:y, Float:z);
    SetPlayerSyncVehicleVelocity(playerid, Float:x, Float:y, Float:z);
    SetPlayerSyncVehicleRotQuat(playerid, Float:w, Float:x, Float:y, Float:z);
    SetPlayerSyncVehicleHealth(playerid, Float:health);
    SendPlayerDeath(playerid, forplayerid=-1);
    UpdatePlayerSyncData(playerid, type=-1);
    GetActorSpawnInfo(actorid, &skinid, &Float:fX = 0.0, &Float:fY = 0.0, &Float:fZ = 0.0, &Float:fAngle = 0.0);
    GetActorSkin(actorid);
    GetActorAnimation(actorid, animlib[], animlibsize = sizeof(animlib), animname[], animnamesize = sizeof(animname), &Float:fDelta, &loop = 0, &lockx = 0, &locky = 0, &freeze = 0, &time = 0);
    TogglePlayerScoresPingsUpdate(playerid, bool:toggle);
    TogglePlayerFakePing(playerid, bool:toggle);
    SetPlayerFakePing(playerid, ping);
    SetPlayerNameInServerQuery(playerid, const name[]);
    GetPlayerNameInServerQuery(playerid, name[], len = sizeof(name));
    ResetPlayerNameInServerQuery(playerid);
    IsPlayerPaused(playerid);
    GetPlayerPausedTime(playerid);
    HideObjectForPlayer(playerid, objectid);
    ShowObjectForPlayer(playerid, objectid);
    HideNewObjectsForPlayer(playerid, bool:toggle);
    IsObjectHiddenForPlayer(playerid, objectid);
    NewObjectsHiddenForPlayer(playerid);
    Float:GetObjectDrawDistance(objectid);
    SetObjectMoveSpeed(objectid, Float:fSpeed);
    Float:GetObjectMoveSpeed(objectid);
    GetObjectTarget(objectid, &Float:fX, &Float:fY = 0.0, &Float:fZ = 0.0);
    GetObjectAttachedData(objectid, &attached_vehicleid, &attached_objectid = 0, &attached_playerid = 0);
    GetObjectAttachedOffset(objectid, &Float:fX, &Float:fY = 0.0, &Float:fZ = 0.0, &Float:fRotX = 0.0, &Float:fRotY = 0.0, &Float:fRotZ = 0.0);
    GetObjectSyncRotation(objectid);
    IsObjectMaterialSlotUsed(objectid, materialindex); // Return values: 1 = material, 2 = material text
    GetObjectMaterial(objectid, materialindex, &modelid, txdname[], txdnamelen = sizeof(txdname), texturename[], texturenamelen = sizeof(texturename), &materialcolor = 0);
    GetObjectMaterialText(objectid, materialindex, text[], textlen = sizeof(text), &materialsize, fontface[], fontfacelen = sizeof(fontface), &fontsize = 0, &bold = 0, &fontcolor = 0, &backcolor = 0, &textalignment = 0);
    IsObjectNoCameraCol(objectid);
    Float:GetPlayerObjectDrawDistance(playerid, objectid);
    SetPlayerObjectMoveSpeed(playerid, objectid, Float:fSpeed);
    Float:GetPlayerObjectMoveSpeed(playerid, objectid);
    Float:GetPlayerObjectTarget(playerid, objectid, &Float:fX, &Float:fY = 0.0, &Float:fZ = 0.0);
    GetPlayerObjectAttachedData(playerid, objectid, &attached_vehicleid, &attached_objectid = 0, &attached_playerid = 0);
    GetPlayerObjectAttachedOffset(playerid, objectid, &Float:fX, &Float:fY = 0.0, &Float:fZ = 0.0, &Float:fRotX = 0.0, &Float:fRotY = 0.0, &Float:fRotZ = 0.0);
    GetPlayerObjectSyncRotation(playerid, objectid);
    IsPlayerObjectMaterialSlotUsed(playerid, objectid, materialindex); // Return values: 1 = material, 2 = material text
    GetPlayerObjectMaterial(playerid, objectid, materialindex, &modelid, txdname[], txdnamelen = sizeof(txdname), texturename[], texturenamelen = sizeof(texturename), &materialcolor = 0);
    GetPlayerObjectMaterialText(playerid, objectid, materialindex, text[], textlen = sizeof(text), &materialsize, fontface[], fontfacelen = sizeof(fontface), &fontsize = 0, &bold = 0, &fontcolor = 0, &backcolor = 0, &textalignment = 0);
    IsPlayerObjectNoCameraCol(playerid, objectid);
    GetPlayerSurfingPlayerObjectID(playerid);
    GetPlayerCameraTargetPlayerObj(playerid);
    GetObjectType(playerid, objectid);
    GetPlayerAttachedObject(playerid, index, &modelid, &bone = 0, &Float:fX = 0.0, &Float:fY = 0.0, &Float:fZ = 0.0, &Float:fRotX = 0.0, &Float:fRotY = 0.0, &Float:fRotZ = 0.0, &Float:fSacleX = 0.0, &Float:fScaleY = 0.0, &Float:fScaleZ = 0.0, &materialcolor1 = 0, &materialcolor2 = 0);
    //SetPlayerAttachedObjForPlayer(forplayerid, attachtoplayerid, index, modelid, bone, Float:fOffsetX = 0.0, Float:OffsetY = 0.0, Float:fOffsetZ = 0.0, Float:fRotX = 0.0, Float:fRotY = 0.0, Float:fRotZ = 0.0, Float:fScaleX = 1.0, Float:fScaleY = 1.0, Float:fScaleZ = 1.0, materialcolor1 = 0, materialcolor2 = 0);
    //GetPlayerAttachedObjForPlayer(forplayerid, attachtoplayerid, index, &modelid, &bone = 0, &Float:fX = 0.0, &Float:fY = 0.0, &Float:fZ = 0.0, &Float:fRotX = 0.0, &Float:fRotY = 0.0, &Float:fRotZ = 0.0, &Float:fSacleX = 0.0, &Float:fScaleY = 0.0, &Float:fScaleZ = 0.0, &materialcolor1 = 0, &materialcolor2 = 0);
    //RemPlayerAttachedObjForPlayer(forplayerid, removefromplayerid, index);
    //IsPlayerAttachedObjForPlayer(forplayerid, attachtoplayerid, index);
    AttachPlayerObjectToObject(playerid, objectid, attachtoid, Float:OffsetX, Float:OffsetY, Float:OffsetZ, Float:RotX, Float:RotY, Float:RotZ, SyncRotation = 1);
    ClearBanList();
    IsBanned(const ipaddress[]);
    SetTimeoutTime(playerid, time_ms);
    GetLocalIP(index, localip[], len = sizeof(localip));
    SetExclusiveBroadcast(toggle);
    BroadcastToPlayer(playerid, toggle = 1);
    GetVehicleSpawnInfo(vehicleid, &Float:fX, &Float:fY = 0.0, &Float:fZ = 0.0, &Float:fRot = 0.0, &color1 = 0, &color2 = 0);
    SetVehicleSpawnInfo(vehicleid, modelid, Float:fX, Float:fY, Float:fZ, Float:fAngle, color1, color2, respawntime = -2, interior = -2);
    GetVehicleColor(vehicleid, &color1, &color2 = 0);
    GetVehiclePaintjob(vehicleid);
    GetVehicleInterior(vehicleid);
    GetVehicleNumberPlate(vehicleid, plate[], len = sizeof(plate));
    SetVehicleRespawnDelay(vehicleid, delay);
    GetVehicleRespawnDelay(vehicleid);
    SetVehicleOccupiedTick(vehicleid, ticks);
    GetVehicleOccupiedTick(vehicleid); // GetTickCount() - GetVehicleOccupiedTick(vehicleid) = time passed since vehicle is occupied, in ms
    SetVehicleRespawnTick(vehicleid, ticks);
    GetVehicleRespawnTick(vehicleid); // GetTickCount() - GetVehicleRespawnTick(vehicleid) = time passed since vehicle spawned, in ms
    GetVehicleLastDriver(vehicleid);
    GetVehicleCab(vehicleid);
    HasVehicleBeenOccupied(vehicleid);
    SetVehicleBeenOccupied(vehicleid, occupied);
    IsVehicleOccupied(vehicleid);
    IsVehicleDead(vehicleid);
    SetVehicleDead(vehicleid, bool:dead);
    SetVehicleParamsSirenState(vehicleid, sirenState);
    ToggleVehicleSirenEnabled(vehicleid, enabled);
    IsVehicleSirenEnabled(vehicleid);
    GetVehicleMatrix(vehicleid, &Float:rightX, &Float:rightY = 0.0, &Float:rightZ = 0.0, &Float:upX = 0.0, &Float:upY = 0.0, &Float:upZ = 0.0, &Float:atX = 0.0, &Float:atY = 0.0, &Float:atZ = 0.0);
    GetVehicleModelCount(modelid);
    GetVehicleModelsUsed();
    IsValidGangZone(zoneid);
    IsPlayerInGangZone(playerid, zoneid);
    IsGangZoneVisibleForPlayer(playerid, zoneid);
    GangZoneGetColorForPlayer(playerid, zoneid);
    GangZoneGetFlashColorForPlayer(playerid, zoneid);
    IsGangZoneFlashingForPlayer(playerid, zoneid);
    GangZoneGetPos(zoneid, &Float:fMinX, &Float:fMinY = 0.0, &Float:fMaxX = 0.0, &Float:fMaxY = 0.0);
    CreatePlayerGangZone(playerid, Float:minx, Float:miny, Float:maxx, Float:maxy);
    PlayerGangZoneDestroy(playerid, zoneid);
    PlayerGangZoneShow(playerid, zoneid, color);
    PlayerGangZoneHide(playerid, zoneid);
    PlayerGangZoneFlash(playerid, zoneid, color);
    PlayerGangZoneStopFlash(playerid, zoneid);
    IsValidPlayerGangZone(playerid, zoneid);
    IsPlayerInPlayerGangZone(playerid, zoneid);
    IsPlayerGangZoneVisible(playerid, zoneid);
    PlayerGangZoneGetColor(playerid, zoneid);
    PlayerGangZoneGetFlashColor(playerid, zoneid);
    IsPlayerGangZoneFlashing(playerid, zoneid);
    PlayerGangZoneGetPos(playerid, zoneid, &Float:fMinX, &Float:fMinY = 0.0, &Float:fMaxX = 0.0, &Float:fMaxY = 0.0);
    IsValidTextDraw(Text:textdrawid);
    IsTextDrawVisibleForPlayer(playerid, Text:textdrawid);
    TextDrawGetString(Text:textdrawid, text[], len = sizeof(text));
    TextDrawSetPos(Text:textdrawid, Float:fX, Float:fY); // You can change textdraw pos with it, but you need to use TextDrawShowForPlayer() after that
    TextDrawGetLetterSize(Text:textdrawid, &Float:fX, &Float:fY = 0.0);
    TextDrawGetTextSize(Text:textdrawid, &Float:fX, &Float:fY = 0.0);
    TextDrawGetPos(Text:textdrawid, &Float:fX, &Float:fY = 0.0);
    TextDrawGetColor(Text:textdrawid);
    TextDrawGetBoxColor(Text:textdrawid);
    TextDrawGetBackgroundColor(Text:textdrawid);
    TextDrawGetShadow(Text:textdrawid);
    TextDrawGetOutline(Text:textdrawid);
    TextDrawGetFont(Text:textdrawid);
    TextDrawIsBox(Text:textdrawid);
    TextDrawIsProportional(Text:textdrawid);
    TextDrawIsSelectable(Text:textdrawid);
    TextDrawGetAlignment(Text:textdrawid);
    TextDrawGetPreviewModel(Text:textdrawid);
    TextDrawGetPreviewRot(Text:textdrawid, &Float:fRotX, &Float:fRotY = 0.0, &Float:fRotZ = 0.0, &Float:fZoom = 0.0);
    TextDrawGetPreviewVehCol(Text:textdrawid, &color1, &color2 = 0);
    TextDrawSetStringForPlayer(Text:textdrawid, playerid, const string[], {Float,_}:...);
    IsValidPlayerTextDraw(playerid, PlayerText:textdrawid);
    IsPlayerTextDrawVisible(playerid, PlayerText:textdrawid);
    PlayerTextDrawGetString(playerid, PlayerText:textdrawid, text[], len = sizeof(text));
    PlayerTextDrawSetPos(playerid, PlayerText:textdrawid, Float:fX, Float:fY);
    PlayerTextDrawGetLetterSize(playerid, PlayerText:textdrawid, &Float:fX, &Float:fY = 0.0);
    PlayerTextDrawGetTextSize(playerid, PlayerText:textdrawid, &Float:fX, &Float:fY = 0.0);
    PlayerTextDrawGetPos(playerid, PlayerText:textdrawid, &Float:fX, &Float:fY = 0.0);
    PlayerTextDrawGetColor(playerid, PlayerText:textdrawid);
    PlayerTextDrawGetBoxColor(playerid, PlayerText:textdrawid);
    PlayerTextDrawGetBackgroundCol(playerid, PlayerText:textdrawid);
    PlayerTextDrawGetShadow(playerid, PlayerText:textdrawid);
    PlayerTextDrawGetOutline(playerid, PlayerText:textdrawid);
    PlayerTextDrawGetFont(playerid, PlayerText:textdrawid);
    PlayerTextDrawIsBox(playerid, PlayerText:textdrawid);
    PlayerTextDrawIsProportional(playerid, PlayerText:textdrawid);
    PlayerTextDrawIsSelectable(playerid, PlayerText:textdrawid);
    PlayerTextDrawGetAlignment(playerid, PlayerText:textdrawid);
    PlayerTextDrawGetPreviewModel(playerid, PlayerText:textdrawid);
    PlayerTextDrawGetPreviewRot(playerid, PlayerText:textdrawid, &Float:fRotX, &Float:fRotY = 0.0, &Float:fRotZ = 0.0, &Float:fZoom = 0.0);
    PlayerTextDrawGetPreviewVehCol(playerid, PlayerText:textdrawid, &color1, &color2 = 0);
    IsValid3DTextLabel(Text3D:id);
    Is3DTextLabelStreamedIn(playerid, Text3D:id);
    Get3DTextLabelText(Text3D:id, text[], len = sizeof(text));
    Get3DTextLabelColor(Text3D:id);
    Get3DTextLabelPos(Text3D:id, &Float:fX, &Float:fY = 0.0, &Float:fZ = 0.0);
    Float:Get3DTextLabelDrawDistance(Text3D:id);
    Get3DTextLabelLOS(Text3D:id);
    Get3DTextLabelVirtualWorld(Text3D:id);
    Get3DTextLabelAttachedData(Text3D:id, &attached_playerid, &attached_vehicleid = 0);
    IsValidPlayer3DTextLabel(playerid, PlayerText3D:id);
    GetPlayer3DTextLabelText(playerid, PlayerText3D:id, text[], len = sizeof(text));
    GetPlayer3DTextLabelColor(playerid, PlayerText3D:id);
    GetPlayer3DTextLabelPos(playerid, PlayerText3D:id, &Float:fX, &Float:fY = 0.0, &Float:fZ = 0.0);
    Float:GetPlayer3DTextLabelDrawDist(playerid, PlayerText3D:id);
    GetPlayer3DTextLabelLOS(playerid, PlayerText3D:id);
    GetPlayer3DTextLabelVirtualW(playerid, PlayerText3D:id);
    GetPlayer3DTextLabelAttached(playerid, PlayerText3D:id, &attached_playerid, &attached_vehicleid = 0);
    IsMenuDisabled(Menu:menuid);
    IsMenuRowDisabled(Menu:menuid, row);
    GetMenuColumns(Menu:menuid);
    GetMenuItems(Menu:menuid, column);
    GetMenuPos(Menu:menuid, &Float:fX, &Float:fY = 0.0);
    GetMenuColumnWidth(Menu:menuid, &Float:fColumn1, &Float:fColumn2 = 0.0);
    GetMenuColumnHeader(Menu:menuid, column, header[], len = sizeof(header));
    GetMenuItem(Menu:menuid, column, itemid, item[], len = sizeof(item));
    IsValidPickup(pickupid);
    IsPickupStreamedIn(playerid, pickupid);
    GetPickupPos(pickupid, &Float:fX, &Float:fY = 0.0, &Float:fZ = 0.0);
    GetPickupModel(pickupid);
    GetPickupType(pickupid);
    GetPickupVirtualWorld(pickupid);
    CreatePlayerPickup(playerid, model, type, Float:X, Float:Y, Float:Z, virtualworld = 0);
    DestroyPlayerPickup(playerid, pickupid);
    IsValidPlayerPickup(playerid, pickupid);
    IsPlayerPickupStreamedIn(playerid, pickupid);
    GetPlayerPickupPos(playerid, pickupid, &Float:fX, &Float:fY = 0.0, &Float:fZ = 0.0);
    GetPlayerPickupModel(playerid, pickupid);
    GetPlayerPickupType(playerid, pickupid);
    GetPlayerPickupVirtualWorld(playerid, pickupid);
    GetColCount();
    Float:GetColSphereRadius(modelid);
    GetColSphereOffset(modelid, &Float:fX, &Float:fY = 0.0, &Float:fZ = 0.0);
    SendClientMessagef(playerid, color, const message[], {Float,_}:...);
    SendClientMessageToAllf(color, const message[], {Float,_}:...);
    GameTextForPlayerf(playerid, displaytime, style, const message[], {Float,_}:...);
    GameTextForAllf(displaytime, style, const message[], {Float,_}:...);
    SendPlayerMessageToPlayerf(playerid, senderid, const message[], {Float,_}:...);
    SendPlayerMessageToAllf(senderid, const message[], {Float,_}:...);
    SendRconCommandf(const command[], {Float,_}:...);
    IsValidVehicle(vehicleid);
    Float:GetGravity();
    GetWeaponSlot(weaponid);
    SendRPC(playerid, RPC, {Float,_}:...); // playerid == -1 -> broadcast
    SendData(playerid, {Float,_}:...); // playerid == -1 -> broadcast
    OnPlayerEnterGangZone(playerid, zoneid);
    OnPlayerLeaveGangZone(playerid, zoneid);
    OnPlayerEnterPlayerGangZone(playerid, zoneid);
    OnPlayerLeavePlayerGangZone(playerid, zoneid);
    OnPlayerPickUpPlayerPickup(playerid, pickupid);
    OnPlayerPauseStateChange(playerid, pausestate);
    OnPlayerStatsAndWeaponsUpdate(playerid);
    OnRemoteRCONPacket(const ipaddr[], port, const password[], success, const command[]);
    OnServerMessage(const msg[]);
    OnPlayerClientGameInit(playerid, &usecjwalk, &limitglobalchat, &Float:globalchatradius, &Float:nametagdistance, &disableenterexits, &nametaglos, &manualvehengineandlights,
    OnOutcomeScmEvent(playerid, issuerid, E_SCM_EVENT_TYPE:eventid, vehicleid, arg1, arg2);
    OnServerQueryInfo(const ipaddr[], hostname[51], gamemode[31], language[31]);
    OnSystemCommandExecute(const line_output[], retval, index, success, line_current, line_total);
    



    Žao mi je što ovo nisam objavio još prošle godine, kreator ovog plugina je Kurta999 a održavaju ga Y_Less, Zeex, IllidanS4 i još mnogo kvalitetnih skriptera!
    Download: CLICK ME ( GITHUB )
Respect: Bašovski, Captain Foux, Purda (sladak) and Harexe!



Dosta mi se sviÄ'a Å¡to omogućava korišćenje raznih znakova u nicku ali i opcija unloadanja filterscripte! Svaka čast kreatorima.

Citat: RevOLvɘЯ.pwn poslato April 08, 2019, 22:16:03 POSLE PODNE
Dosta mi se sviÄ'a Å¡to omogućava korišćenje raznih znakova u nicku ali i opcija unloadanja filterscripte! Svaka čast kreatorima.

Slazem se

Ovo bi trebalo na pin  8)




Give Honor To The One Who Deserve It





Citat: RevOLvɘЯ.pwn poslato April 08, 2019, 22:16:03 POSLE PODNE
Dosta mi se sviÄ'a Å¡to omogućava korišćenje raznih znakova u nicku ali i opcija unloadanja filterscripte! Svaka čast kreatorima.
Eh da ti znaš šta sve moze da radi sa Player syncom i rpc-ovima, ovo što si naveo je najsitnije haha
Respect: Bašovski, Captain Foux, Purda (sladak) and Harexe!




Citat: livinglikearockstar poslato April 09, 2019, 14:33:15 POSLE PODNE
sranje!
Ti kada budeÅ¡ bar malo prismredio njihovom znanju slobodno pričaj da je sranje ðŸ˜,ðŸ'
Respect: Bašovski, Captain Foux, Purda (sladak) and Harexe!



Citat: ##Wajtt## poslato April 09, 2019, 14:37:41 POSLE PODNE
Ti kada budeÅ¡ bar malo prismredio njihovom znanju slobodno pričaj da je sranje ðŸ˜,ðŸ'
boli me k za njihovo znanje ^^

Citat: livinglikearockstar poslato April 09, 2019, 14:40:07 POSLE PODNE
boli me k za njihovo znanje ^^
Drug ne znaš sta je pSync i komentarišeš da je plugin glup
Respect: Bašovski, Captain Foux, Purda (sladak) and Harexe!



Citat: ##Wajtt## poslato April 09, 2019, 14:41:59 POSLE PODNE
Drug ne znaš sta je pSync i komentarišeš da je plugin glup
jel bi me trebalo zanimati? :o

jel to ozb nisi shvatio da se zajebavam? HAHAHAHAHAHAHA

Citat: livinglikearockstar poslato April 09, 2019, 14:45:23 POSLE PODNE
jel bi me trebalo zanimati? :o

jel to ozb nisi shvatio da se zajebavam? HAHAHAHAHAHAHA
Pretpostavio sam jer me mrziš hehe
Respect: Bašovski, Captain Foux, Purda (sladak) and Harexe!





Pasting code from the Internet into production code is like chewing gum found in the street.

Also known as:Marshall Bleach Newton




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