/*----------------------------------------------------------------------------*\ ======================================= y_groups - Player group abstractions! ======================================= Description: Admin levels, gangs, teams etc - they're all "groups" of people, this provides an abstraction for all of these collections. Legal: Version: MPL 1.1 The contents of this file are subject to the Mozilla Public License Version 1.1 (the "License"); you may not use this file except in compliance with the License. You may obtain a copy of the License at http://www.mozilla.org/MPL/ Software distributed under the License is distributed on an "AS IS" basis, WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License for the specific language governing rights and limitations under the License. The Original Code is the YSI groups include. The Initial Developer of the Original Code is Alex "Y_Less" Cole. Portions created by the Initial Developer are Copyright (C) 2011 the Initial Developer. All Rights Reserved. Contributors: ZeeX, koolk, JoeBullet/Google63, g_aSlice/Slice Thanks: JoeBullet/Google63 - Handy arbitrary ASM jump code using SCTRL. ZeeX - Very productive conversations. koolk - IsPlayerinAreaEx code. TheAlpha - Danish translation. breadfish - German translation. Fireburn - Dutch translation. yom - French translation. 50p - Polish translation. Zamaroht - Spanish translation. Dracoblue, sintax, mabako, Xtreme, other coders - Producing other modes for me to strive to better. Pixels^ - Running XScripters where the idea was born. Matite - Pestering me to release it and using it. Very special thanks to: Thiadmer - PAWN, whose limits continue to amaze me! Kye/Kalcor - SA:MP. SA:MP Team past, present and future - SA:MP. Version: 1.0 Changelog: 29/11/10: First version \*----------------------------------------------------------------------------*/ // This file defines functions which are called if the group system is not used. static stock _Groups_DefineStates_() { } static stock _Groups_DefineStates_() { } /*stock _@Group_Sink(e) { P:3("_@Group_Sink called: %i", e); #pragma unused e }*/ // Now you can use the default fallback to define functions: // // stock Class_InitialiseFromGroups() // { // // Enable the class for all players. // } // // stock Class_InitialiseFromGroups() <> // { // // Enable the class for all players. // } // #define _GROUP_LOCAL_NAME e #define _GROUP_INITIALISE _GROUP_MAKE_NAME<..._InitialiseFromGroups> //#define __GROUP_INITIALISE _GROUP_MAKE_NAME<_..._InitialiseFromGroups> //#define Group: // Dummy values. #define _GROUP_MAKE_NAME<%0...%1> %0_%1 #define _GROUP_MAKE_LIMIT 0 #define GROUP_GLOBAL (Group:-1) #define GROUP_MASK (Group:0x80000000) #define GROUP_FIX(%0) ((%0)&=~GROUP_MASK) #define GROUP_TEMP_FIX(%0) ((%0)&~GROUP_MASK) #define NO_GROUPS(%0) if(!_GROUP_INITIALISE(%0))