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Property_IsActive

  • Parameters:
    • prop: prop_INFO
  • Returns:
  • Remarks:


Property_ResetMaxProperties

  • Parameters:
  • Returns:
  • 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.