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Remarks:
Allows people to own as many properties as they like at
once.
Property_SetOption
Parameters:
slot: slot_INFO
value: value_INFO
Returns:
Remarks:
Can't be changed except from 0 to 1.
Property_GetOption
Parameters:
slot: slot_INFO
flags: flags_INFO
Returns:
Remarks:
Property_GivePlayerWeapon
Parameters:
playerid: playerid_INFO
slot: slot_INFO
ammo: ammo_INFO
Returns:
Remarks:
Gives a player a weapon by slot instead of weaponid or assignes armour.
Property_SetRebuyDelay
Parameters:
delay: delay_INFO
Returns:
Remarks:
Property_IsValid
Parameters:
property: property_INFO
Returns:
Is the property a valid active property.
Remarks:
Property_IsOwner
Parameters:
playerid: playerid_INFO
prop: prop_INFO
flags: flags_INFO
Returns:
Remarks:
Property_SetMaxProperties
Parameters:
count: count_INFO
Returns:
Remarks:
Sets the number of properties a player can own at once.
Property_SetMaxHouses
Parameters:
count: count_INFO
Returns:
Remarks:
Sets the number of houses a player can own at once.
Property_GetType
Parameters:
property: property_INFO
Returns:
0 if invalid or type.
Remarks:
Property_Property
Parameters:
Returns:
Remarks:
Sets variable initial states.
DestroyProperty
Parameters:
property: property_INFO
Returns:
Remarks:
CreateHouse
Parameters:
Float:extX: Float:extX_INFO
Float:extY: Float:extY_INFO
Float:extZ: Float:extZ_INFO
Float:intX: Float:intX_INFO
Float:intY: Float:intY_INFO
Float:intZ: Float:intZ_INFO
interior: interior_INFO
world: world_INFO
price: price_INFO
checkpoint: checkpoint_INFO
Returns:
Remarks:
Creates a buyable property (business).
CreateProperty
Parameters:
name[]: name[]_INFO
Float:x: Float:x_INFO
Float:y: Float:y_INFO
Float:z: Float:z_INFO
price: price_INFO
reward: reward_INFO
interval: interval_INFO
sell: sell_INFO
multi: multi_INFO
reduce: reduce_INFO
Returns:
Remarks:
Creates a buyable property (business).
CreateBank
Parameters:
Float:x: Float:x_INFO
Float:y: Float:y_INFO
Float:z: Float:z_INFO
name[]: name[]_INFO
Returns:
Remarks:
CreateAmmunation
Parameters:
Float:x: Float:x_INFO
Float:y: Float:y_INFO
Float:z: Float:z_INFO
spawn: spawn_INFO
instant: instant_INFO
...: ..._INFO
Returns:
Remarks:
spawn and instant can BOTH be 1. The format of the additional parameters
is:
weapon, ammo, price
They MUST come in sets of three of the function will fail. Weapon is in
the form of the WEAPON_ defines in a_samp or WEAPON_ARMOUR.
CreateMoneyArea
Parameters:
area: area_INFO
money: money_INFO
interval: interval_INFO
Returns:
Remarks:
This function has internal checking for invalid areas so you can just pass
the return from an Area_ funtion directly.
CreateMoneyPoint
Parameters:
Float:x: Float:x_INFO
Float:y: Float:y_INFO
Float:z: Float:z_INFO
Float:s: Float:s_INFO
money: money_INFO
interval: interval_INFO
Returns:
Remarks:
Like CreateMoneyArea but you must be in a checkpoint.
CreateTeleport
Parameters:
Float:sx: Float:sx_INFO
Float:sy: Float:sy_INFO
Float:sz: Float:sz_INFO
Float:tz: Float:tz_INFO
Float:ty: Float:ty_INFO
Float:tz: Float:tz_INFO
cost: cost_INFO
name[]: name[]_INFO
Returns:
Remarks:
Will teleport you the moment you step in.
CreateForbiddenArea
Parameters:
area: area_INFO
kick: kick_INFO
health: health_INFO
invert: invert_INFO
name[]: name[]_INFO
Returns:
Remarks:
If kick is 1 people will simply be constantly replaced outside the area
from the direction they came.
Property_OnPlayerEnterArea
Parameters:
playerid: playerid_INFO
area: area_INFO
Returns:
Remarks:
Internal callback from YSI_areas.
Property_OnPlayerLeaveArea
Parameters:
playerid: playerid_INFO
areaid: areaid_INFO
Returns:
Remarks:
Internal callback from YSI_areas.
Property_OnPlayerConnect
Parameters:
playerid: playerid_INFO
Returns:
Remarks:
Internal callback.
Property_OnPlayerConnect
Parameters:
playerid: playerid_INFO
Returns:
Remarks:
Internal callback.
Property_OnPlayerSpawn
Parameters:
playerid: playerid_INFO
Returns:
Remarks:
Internal callback.
Property_OnPlayerLeaveCheckpointEx
Parameters:
playerid: playerid_INFO
cpid: cpid_INFO
Returns:
Remarks:
Internal callback from YSI_checkpoints.
Property_OnPlayerPickUpPickup
Parameters:
playerid: playerid_INFO
pickupid: pickupid_INFO
Returns:
Remarks:
Internal callback from YSI_pickups.
Property_PickupTimeCheck
Parameters:
playerid: playerid_INFO
pickupid: pickupid_INFO
Returns:
Remarks:
Property_OnPlayerEnterCheckpointEx
Parameters:
playerid: playerid_INFO
cpid: cpid_INFO
Returns:
Remarks:
Internal callback from YSI_checkpoints.
Property_GetWeapon
Parameters:
ammu: ammu_INFO
slot: slot_INFO
&page: &page_INFO
Returns:
Remarks:
Gets the slot active weapon from page start. If you want the first one
use page = 0 and slot = 0. If you want the second use page = 0 and slot
= 1 or slot = 0 and page > position of first.
Property_WeaponName
Parameters:
weapon: weapon_INFO
Returns:
Remarks:
Gets a real weapon name based on the slot of the weapon, not the weapon id.
Property_WeaponCost
Parameters:
data: data_INFO
Returns:
Remarks:
Extracts the cost from the passed data.
Property_WeaponAmmo
Parameters:
Returns:
Remarks:
Extracts the ammo from the passed data.
Property_OnPlayerExitedMenu
Parameters:
playerid: playerid_INFO
Returns:
Remarks:
Internal callback.
Property_GetWeaponFromSlot
Parameters:
slot: slot_INFO
Returns:
weaponid represented by that slot.
Remarks:
Property_SavePlayerWeapon
Parameters:
playerid: playerid_INFO
weaponslot: weaponslot_INFO
ammo: ammo_INFO
Returns:
Remarks:
Saves weapons based on slots so you only have 13 spawn weapons based on
real weapon slots (armour is slot 12). This is similar to weapon slot
sorting but it's sorting slots which are packed from original weapon
numbers and missing some.
Property_GetSlotWeapon
Parameters:
playerid: playerid_INFO
slot: slot_INFO
weaponslot: weaponslot_INFO
ammo: ammo_INFO
Returns:
Remarks:
Gets a player's stored for spawn weapons.
Property_SaveWeapons
Parameters:
playerid: playerid_INFO
Returns:
Remarks:
Saves a players current spawn weapon data to an ini (i.e. their save file).
110953013 is props in adler32
Property_LoadWeapons
Parameters:
playerid: playerid_INFO
identifier[]: identifier[]_INFO
text[]: text[]_INFO
Returns:
Remarks:
Called when a player logs in to load their previous weapons.
Property_SaveBank
Parameters:
playerid: playerid_INFO
Returns:
Remarks:
Saves a players current bank data to an ini (i.e. their save file).
Property_GetBank
Parameters:
playerid: playerid_INFO
Returns:
Money in bank.
Remarks:
Property_LoadBank
Parameters:
playerid: playerid_INFO
identifier[]: identifier[]_INFO
text[]: text[]_INFO
Returns:
Remarks:
Called when a player logs in to load their previous banked money.
Property_OnPlayerSelectedMenuRow
Parameters:
playerid: playerid_INFO
row: row_INFO
Returns:
Remarks:
Internal callback.
Property_GenerateAmmuMenu
Parameters:
playerid: playerid_INFO
ammu: ammu_INFO
stage: stage_INFO
page: page_INFO
Returns:
Remarks:
If slot is 0 the main selection will be displayed and page will represent
the offset from the start if there are more than 12 weapons for sale. If
stage is 1 the individual confirmation menu for one weapon will show and
page will determine which weapon to show.
Property_Bank
Parameters:
playerid: playerid_INFO
amount: amount_INFO
Returns:
Remarks:
Does banks and withdrawls.
Property_ResetRebuy
Parameters:
prop: prop_INFO
Returns:
Remarks:
Makes a property available for purchase after a delay.
Property_Loop
Parameters:
Returns:
Remarks:
Does the main processing for the library. Removes or kills people in areas
they shouldn't be and gives out money to people who earnt it.
Property_IsPlayerProperty
Parameters:
flags: flags_INFO
playerid: playerid_INFO
Returns:
Remarks:
Property_GetPlayerPropCount
Parameters:
playerid: playerid_INFO
Returns:
Remarks:
Gets the number of properties this player could theoretically own.
Property_GetPropertyBits
Parameters:
playerid: playerid_INFO
Bit:properties[]: Bit:properties[]_INFO
Returns:
Remarks:
Gets the properties currently owned by this player.
Property_GetLink
Parameters:
property: property_INFO
Returns:
Remarks:
Returns a reference to the area or checkpoint used by this property or
NO_PROPERTY on fail.