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public Player_TakeDamage ( iVictim, iInflictor, iAttacker, Float:fDamage, CSW_DEAGLE )
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public Player_TakeDamage ( iVictim, iInflictor, iAttacker, Float:fDamage, damage_type )
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public Player_TakeDamage ( iVictim, iInflictor, iAttacker, Float:fDamage, CSW_DEAGLE )
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public Player_TakeDamage ( iVictim, iInflictor, iAttacker, Float:fDamage, damage_type )
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#define is_valid_player(%0) ( 1 <= %0 <= get_playersnum() );
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bool:is_entity_player(id)
{
new classname[7];
pev( id, pev_classname , classname, charsmax(classname) )
return bool:(classname[0]=='p'&&classname[2]=='a'&&classname[5]=='r');
}
De ce crezi asa?Fuffy wrote:Salut, ma gandeam ca in loc de methoda cu IsPlayer() ar fi mai eficient sa folositi una din aceste 2 metode:
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#define is_valid_player(%0) ( 1 >= %0 <= get_playersnum() );
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bool:is_entity_player(id) { new classname[7]; pev( id, pev_classname , classname, charsmax(classname) ) return bool:(classname[0]=='p'&&classname[2]=='a'&&classname[5]=='r'); }
Incurci IsPlayer cu IsValidPlayer.Fuffy wrote:- sa zicem ca MaxPlayers ar fi 32(adica ar fi 32 de locuri rezervate pe server
- dar pe server ar fi doar 2 playeri
- daca %0 ar avea id-ul '4' ar primi eroare de la server
Si 'daca asta nu s-ar putea intampla' atunci ce rost ar mai avea sa folosimg get_maxplayers() cand poate direct sa faca o verificare pana la 32.
Asta e, nu te intrista, vei ajunge sa intelegi daca continui sa exersezi.Fuffy wrote:Inca nu vad un argument solid pentru care nu am dreptate.