/* ========================================================================== * _____.___.____ _____________ \__ | | | \______ \ / | | | /| ___/ \____ | | / | | / ______|______/ |____| \/ \_/ | _ _ _ | |._ _| _._|_ _ |_) _ ._ o._ |_ _ ._ _.| _ | __|_(/__>_> |_||_)(_|(_| |_(/_ | (/_| ||_)| |(/_| (_||_> * ========================================================================== * Update script by Alex "Y_Less" Cole - version 0.3 - Include file * ========================================================================== */ // enums enum e_STATE { e_STATE_NONE, e_STATE_CONNECTED, e_STATE_UPDATING, e_STATE_SPAWNED, e_STATE_PAUSED, e_STATE_EXPIRED } enum e_PAUSE_ACTION (<<= 1) { e_PAUSE_ACTION_NONE, e_PAUSE_ACTION_KICK = 1, e_PAUSE_ACTION_BAN, e_PAUSE_ACTION_ALERT, e_PAUSE_ACTION_MESSAGE } // Psudo-natives /* native YUP_SetActionMessage(const str[]); native YUP_SetPauseAction(e_PAUSE_ACTION:action); native YUP_GetPauseState(playerid); native YUP_IsPlayerPaused(playerid); native YUP_SetActionThreshold(milliseconds); */ stock YUP_SetActionMessage(const str[]) { CallRemoteFunction("_YUP_SetPauseMessage", "s", str); } stock YUP_SetPauseAction(e_PAUSE_ACTION:action) { CallRemoteFunction("_YUP_SetPauseAction", "i", _:action); } stock e_STATE:YUP_GetPauseState(playerid) { return e_STATE:CallRemoteFunction("_YUP_GetPlayerState", "i", playerid); } stock bool:YUP_IsPlayerPaused(playerid) { return YUP_GetPauseState(playerid) == e_STATE_PAUSED; } stock YUP_SetActionThreshold(milliseconds) { CallRemoteFunction("_YUP_SetActionThreshold", "i", milliseconds); } stock Float:YUP_GetPlayerVehicleSpeed(playerid) { return Float:CallRemoteFunction("_YUP_GetPlayerVehicleSpeed", "i", playerid); } // Callback forwards forward OnPlayerWeaponChange(playerid, oldweapon, newweapon); forward OnPlayerAmmoChange(playerid, oldammo, newammo); forward OnPlayerHealthChange(playerid, Float:oldhealth, Float:newhealth); forward OnPlayerArmourChange(playerid, Float:oldarmour, Float:newarmour); forward OnPlayerMoneyChange(playerid, oldmoney, newmoney); forward OnPlayerWeaponSlotChange(playerid, slot, oldweapon, newweapon); forward OnPlayerUnpause(playerid); forward OnPlayerPause(playerid);