Useful functions and constants for developers of mods on CLEO for for modmakers
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Useful functions and constants for developers of mods on CLEO  
Useful functions and constants for developers of mods on CLEO for for modmakers
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Category: Files for modmakers
Section: ResourcesVarious files
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File uploaded by: GTA_Masters19
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Developer tools for CLEO
This pack slightly simplifies the development of mods on CLEO functions and constants.

Functions:


In the pack of 6 functions:
* Spawn of the actor
* Spawn of the actor abbreviated
* Spawn machines
* Spawn machine abbreviated
* Spawn pickup
* Train sleeping

You connect the function through the directive {$ I} At the beginning of the file, and right there you specify the path to the function, for example, like this: {$ I actor_spawn.func} . The directive should be at the very beginning of the file (where it is usually written {$ CLEO} ).
Then you only need to register one line (function call).
The opcode call function:

0AB1:

  Creating a car

  Creating a car (short version)

  Create an actor

  Creating an actor (short version)

  Creating a train

  Create a pick-up

What do these functions give us? First of all, it's saving space in the code - improving its readability, routine operations are performed in one line. For example, the full version of the machine (in the function file) takes 18 lines! And you can write only one in your code, but you can do the same. The function itself will load the specified model, and, completing its work, will unload it from memory. In the case of a spa train, the function will also determine its type (which you specify by the first parameter in this function) and create the corresponding train. Just do not forget the directive to connect the function file. After completing the function, it will return control of the game and your script.

But, despite all the apparent advantages of this method, he has a minus. When calling scm-functions in large numbers, short-term lags may occur. Functions from my set even with the simultaneous call of all of them on a fast computer will not cause strong brakes, but if you call a function in a loop, there may be small jams. In order to not see the brakes, you can place the function call in a container of the form:

Fade 0 1000
Wait 1000
/ * Calling functions * /
Fade 1 1000


In this case, there will be no jerking. This is not a significant minus, it does not interfere in any way, nothing terrible happens (I called the same function for another ten times, it worked very quickly), especially for those who save code, but just keep it in mind.

Tags that should be used when calling functions:

@car_spawn - spawn machine
@actor_spawn - spawn of the actor
@train_spawn - train spawn
@pickup_spawn - spawn pickup
@car_spawn_short - spawn machine abbreviated
@actor_spawn_short - the spawn of the actor abbreviated


  Example code with the function of creating a car


Constants:

In my pack you will also find a file Const Which contains a large list of various constants that can help in the development. I divided all the constants into groups:
* Constants for the designation of buttons (opcode 0AB0: ). Keep in mind that Sanny Builder does not support Russian constant names, English names are used. The names of keys that consist of more than one word are written through the underscore sign (otherwise the compiler starts to get confused), for example: PAGE_DOWN . In the constant file, the synonymous names of the keys are written one after another. Example: in the file there are constants for the escape button! ESC And ESCAPE . Use what you like more. Because of the limitations of the compiler, the keys with numbers are written like this: 0_KEY , 5_KEY . For num-pad, like this: 0_NUM , 7_NUM . Right and left windows, respectively, like this: WINDOWS_L , WINDOWS_R . COMMA And DOT (Synonymous POINT Is also allowed).
* Common global variables allowed in CLEO.
* Radio stations.
* Components of the car (doors, hood, trunk).
* Base colors of cars.
* Styles of gait actors.
Types of explosions. Many are duplicated, the most basic ones are recorded in constants, without repeats.
* Radar icons.
* Weather codes.
* Gangs.
* Weapon numbers.
* Types of trains.
* Types of pickups.
Also there are three additional constants - three zeros ( ZEROES ), A smooth and sharp transition for the game camera ( JUMP_INSTANT , JUMP_SMOOTH ).
The file with constants is connected via the directive {$ I} .
Most of these constants are very applicable, and relieve you of climbing on Sanny Builder's help, however, if you want to use them in your mods, I advise you to scroll through their list by opening the file.

You can use these functions and constants in your mods, the author of the file and the site need not be specified.
NOTE : {$ I} Works on the principle of connecting the function code inside the file, that is, the function will be inside your script. The same applies to constants. (Replaced by the string {$ I} ).
NOTE : You can use the full form of the directive record - {$ INCLUDE} .
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Best comment written on, 30 September 2014, 21:17
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andre500
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+1
Цитата: GTA_Masters19
Хорошо, про баг Бадману напиши что-ли

Написал. Спойлеры исправил. :)
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comment written on, 7 April 2015, 16:39
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kirill_mod
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Всё больше сходства с паскалем... +
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7
comment written on, 30 September 2014, 21:22
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GTA_Masters19
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Цитата: andre500
Написал. Спойлеры исправил. smile
Спасибо wink.
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comment written on, 30 September 2014, 21:17
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andre500
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Цитата: GTA_Masters19
Хорошо, про баг Бадману напиши что-ли

Написал. Спойлеры исправил. :)
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5
comment written on, 30 September 2014, 20:55
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GTA_Masters19
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Цитата: andre500
Слетевшие названия у спойлеров будут исправлены. Копия описания у меня есть. Автор, будь добр в лс кинь названия спойлеров. У меня копия описания тоже с некорректными спойлерами. Очередной баг сайта.
Хорошо, про баг Бадману напиши что-ли :)
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comment written on, 30 September 2014, 20:30
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andre500
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Слетевшие названия у спойлеров будут исправлены. Копия описания у меня есть. Автор, будь добр в лс кинь названия спойлеров. У меня копия описания тоже с некорректными спойлерами. Очередной баг сайта. :)

car_spawn.func исправил.

Сообщение отредактировал andre500 30.09.2014 в 20:32:17
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comment written on, 30 September 2014, 19:58
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Desiz la peste
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Спасибо, полезная вещь, как раз поучусь языку
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comment written on, 30 September 2014, 19:45
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GTA_Masters19
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Кстати, в описании, конкретно в примере кода есть небольшая неточность: там я подключал через директиву {$I} файл actor_spawn.func, надо подключать car_spawn.func
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comment written on, 30 September 2014, 19:42
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Jason Newsted
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Спасибо. Надо будет почитать.
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