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- ///////////////////////
- ////Object Streamer////
- //////Created by://////
- ////////Fallout////////
- /////////////////v0.7//
- #include <a_samp>
- //Natives/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- /*
- Functions:
- ----------
- native F_CreateObject(modelid, Float:x, Float:y, Float:z, Float:rx, Float:ry, Float:rz, Float:vdist=0.0); //creates an object.
- native F_CreatePlayerObject(playerid, modelid, Float:x, Float:y, Float:z, Float:rx, Float:ry, Float:rz, Float:vdist=0.0); //creates a player-specific object
- native F_DestroyObject(objectid); //destroys an object.
- native F_PlayerObjectUpdate(playerid, Float:x, Float:y, Float:z); //update objects for a player in a certain position.
- native F_MoveObject(objectid, Float:x, Float:y, Float:z, Float:speed); //moves an object.
- native F_StopObject(objectid); //stops an object from moving.
- native F_AttachObjectToPlayer(objectid, playerid, Float:x, Float:y, Float;z, Float:rx, Float:ry, Float:rz); //attaches an object to a player.
- native F_IsValidObject(objectid); //returns 1 if object is valid, returns 0 if object is invalid.
- native F_SetObjectPos(objectid, Float:x, Float:y, Float:z); //sets the position of an object.
- native F_GetObjectPos(objectid, &Float:x, &Float:y, &Float:z); //gets the position of an object in x, y and z.
- native F_SetObjectRot(objectid, Float:rx, Float:ry, Float:rz); //sets the rotation of an object.
- native F_GetObjectRot(objectid, &Float:rx, &Float:ry, &Float:rz); //gets the rotation of an object in rx, ry and rz.
- native F_RefreshObjects(playerid); //recreates (refreshes) a certain player's objects. (useful to recreate broken objects like glass, boxes, barrels, ...)
- native F_ObjectUpdateForAll(); //instantly updates the objects for all players.
- Callbacks:
- ----------
- native F_OnObjectMoved(objectid); //callback which is called when an object has finished moving.
- */
- //Configuration///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- #define F_MAX_OBJECTS 1200 //maximum amount of objects the streamer will create; PLEASE change this to the amount of objects you are using.
- #define UpdateTime 2000 //update time in ms (milliseconds). A lower value means faster updating.
- #define ObjectsToStream 350 //maximum number of objects that will be streamed for one player (maximum = 400 objects).
- #define StreamRange 400.0 //the player's object view range, doesn't need to be changed because objects only start showing at 350 distance.
- #pragma dynamic 30000 //increase this value if you have problems with stach/heap size.
- //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- enum OInfo
- {
- ModelID,
- ObjectID[MAX_PLAYERS],
- Float:ox, Float:oy, Float:oz,
- Float:orx, Float:ory, Float:orz,
- Float:ovdist,
- PlayerID,
- ObjectAttachedID,
- bool:ObjectMoving,
- bool:ObjectCreated[MAX_PLAYERS],
- }
- new ObjectInfo[F_MAX_OBJECTS][OInfo];
- new bool:ObjectUpdatetRunning;
- new bool:CantCreateMore;
- new bool:RefreshObjects[MAX_PLAYERS];
- new bool:DontUpdate[MAX_PLAYERS];
- new Float:OldX[MAX_PLAYERS], Float:OldY[MAX_PLAYERS], Float:OldZ[MAX_PLAYERS];
- //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- forward F_StartUpdate(); public F_StartUpdate() { SetTimer("F_ObjectUpdate", UpdateTime, 1); }
- //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- stock F_CreateObject(modelid, Float:x, Float:y, Float:z, Float:rx, Float:ry, Float:rz, Float:vdist=0.0, playerid=-1)
- {
- if(ObjectUpdatetRunning == false) { SetTimer("F_StartUpdate", F_MAX_OBJECTS/2, 0); ObjectUpdatetRunning = true; }
- new objectid;
- if(CantCreateMore == false) for(new i; i<F_MAX_OBJECTS; i++)
- {
- if(i == F_MAX_OBJECTS-1) { printf("Only the first %i objects could be created - object limit exceeded.", F_MAX_OBJECTS); CantCreateMore = true; }
- if(ObjectInfo[i][ModelID] == 0) { objectid = i; break; }
- }
- else { return -1; }
- if(!modelid) { printf("Invalid modelid for object %i", objectid); return -1; }
- ObjectInfo[objectid][ModelID] = modelid;
- ObjectInfo[objectid][ox] = x; ObjectInfo[objectid][oy] = y; ObjectInfo[objectid][oz] = z;
- ObjectInfo[objectid][orx] = rx; ObjectInfo[objectid][ory] = ry; ObjectInfo[objectid][orz] = rz;
- ObjectInfo[objectid][ovdist] = vdist;
- ObjectInfo[objectid][PlayerID] = playerid;
- ObjectInfo[objectid][ObjectAttachedID] = -1;
- return objectid;
- }
- //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- stock F_CreatePlayerObject(playerid, modelid, Float:x, Float:y, Float:z, Float:rx, Float:ry, Float:rz, Float:vdist=0.0)
- {
- return F_CreateObject(modelid, x, y, z, rx, ry, rz, vdist, playerid);
- }
- //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- stock F_IsValidObject(objectid)
- {
- if(ObjectInfo[objectid][ModelID] == 0 || objectid == -1) { return 0; }
- return 1;
- }
- //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- stock F_AttachObjectToPlayer(objectid, playerid, Float:x, Float:y, Float:z, Float:rx, Float:ry, Float:rz)
- {
- if(F_IsValidObject(objectid) && IsPlayerConnected(playerid))
- {
- for(new playerid2; playerid2<MAX_PLAYERS; playerid2++) if(IsPlayerConnected(playerid2) && !IsPlayerNPC(playerid2) && ObjectInfo[objectid][ObjectCreated][playerid] == true)
- {
- AttachPlayerObjectToPlayer(playerid2, ObjectInfo[objectid][ObjectID][playerid2], playerid, x, y, z, rx, ry, rz);
- }
- ObjectInfo[objectid][ObjectAttachedID] = playerid;
- return 1;
- }
- return 0;
- }
- //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- stock F_DestroyObject(objectid)
- {
- if(F_IsValidObject(objectid))
- {
- for(new playerid; playerid<MAX_PLAYERS; playerid++) if(IsPlayerConnected(playerid) && !IsPlayerNPC(playerid) && ObjectInfo[objectid][ObjectCreated][playerid] == true)
- {
- DestroyPlayerObject(playerid, ObjectInfo[objectid][ObjectID][playerid]);
- ObjectInfo[objectid][ObjectCreated][playerid] = false;
- }
- ObjectInfo[objectid][ModelID] = 0;
- return 1;
- }
- return 0;
- }
- //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- stock F_MoveObject(objectid, Float:x, Float:y, Float:z, Float:speed)
- {
- if(F_IsValidObject(objectid))
- {
- new time;
- for(new playerid; playerid<MAX_PLAYERS; playerid++) if(IsPlayerConnected(playerid) && !IsPlayerNPC(playerid) && ObjectInfo[objectid][ObjectCreated][playerid] == true)
- {
- time = MovePlayerObject(playerid, ObjectInfo[objectid][ObjectID][playerid], x, y, z, speed);
- }
- ObjectInfo[objectid][ObjectMoving] = true;
- ObjectInfo[objectid][ox] = x; ObjectInfo[objectid][oy] = y; ObjectInfo[objectid][oz] = z;
- return time;
- }
- return 0;
- }
- //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- forward F_OnObjectMoved(objectid); public OnPlayerObjectMoved(playerid, objectid)
- {
- for(new objectid2; objectid2<F_MAX_OBJECTS; objectid2++) if(F_IsValidObject(objectid2)) if(ObjectInfo[objectid2][ObjectID][playerid] == objectid && ObjectInfo[objectid2][ObjectMoving] == true)
- {
- CallLocalFunction("F_OnObjectMoved", "i", objectid2);
- ObjectInfo[objectid][ObjectMoving] = false;
- }
- }
- //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- stock F_StopObject(objectid)
- {
- if(F_IsValidObject(objectid))
- {
- for(new playerid; playerid<MAX_PLAYERS; playerid++) if(IsPlayerConnected(playerid) && !IsPlayerNPC(playerid) && ObjectInfo[objectid][ObjectCreated][playerid] == true)
- {
- StopPlayerObject(playerid, ObjectInfo[objectid][ObjectID][playerid]);
- }
- return 1;
- }
- return 0;
- }
- //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- stock F_SetObjectPos(objectid, Float:x, Float:y, Float:z)
- {
- if(F_IsValidObject(objectid))
- {
- ObjectInfo[objectid][ox] = x; ObjectInfo[objectid][oy] = y; ObjectInfo[objectid][oz] = z;
- for(new playerid; playerid<MAX_PLAYERS; playerid++) if(IsPlayerConnected(playerid) && !IsPlayerNPC(playerid) && ObjectInfo[objectid][ObjectCreated][playerid] == true)
- {
- SetPlayerObjectPos(playerid, ObjectInfo[objectid][ObjectID][playerid], x, y, z);
- }
- return 1;
- }
- return 0;
- }
- //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- stock F_GetObjectPos(objectid, &Float:x, &Float:y, &Float:z)
- {
- if(F_IsValidObject(objectid))
- {
- x = ObjectInfo[objectid][ox]; y = ObjectInfo[objectid][oy]; z = ObjectInfo[objectid][oz];
- return 1;
- }
- return 0;
- }
- //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- stock F_SetObjectRot(objectid, Float:rx, Float:ry, Float:rz)
- {
- if(F_IsValidObject(objectid))
- {
- ObjectInfo[objectid][orx] = rx; ObjectInfo[objectid][ory] = ry; ObjectInfo[objectid][orz] = rz;
- for(new playerid; playerid<MAX_PLAYERS; playerid++) if(IsPlayerConnected(playerid) && !IsPlayerNPC(playerid) && ObjectInfo[objectid][ObjectCreated][playerid] == true)
- {
- SetPlayerObjectRot(playerid, ObjectInfo[objectid][ObjectID][playerid], rx, ry, rz);
- }
- return 1;
- }
- return 0;
- }
- //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- stock F_GetObjectRot(objectid, &Float:rx, &Float:ry, &Float:rz)
- {
- if(F_IsValidObject(objectid))
- {
- rx = ObjectInfo[objectid][orx]; ry = ObjectInfo[objectid][ory]; rz = ObjectInfo[objectid][orz];
- return 1;
- }
- return 0;
- }
- //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- stock F_RefreshObjects(playerid)
- {
- if(IsPlayerConnected(playerid) && !IsPlayerNPC(playerid))
- {
- RefreshObjects[playerid] = true;
- new Float:x, Float:y, Float:z;
- GetPlayerPos(playerid, x, y, z);
- F_PlayerObjectUpdate(playerid, x, y, z);
- return 1;
- }
- return 0;
- }
- //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- public OnPlayerConnect(playerid)
- {
- for(new objectid; objectid<F_MAX_OBJECTS; objectid++) { ObjectInfo[objectid][ObjectCreated][playerid] = false; }
- OldX[playerid] = 999999999.99; OldY[playerid] = 999999999.99; OldZ[playerid] = 999999999.99;
- RefreshObjects[playerid] = false;
- if(funcidx("F_OnPlayerConnect") != -1) { CallLocalFunction("F_OnPlayerConnect", "i", playerid); }
- return 1;
- }
- //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- forward F_ObjectUpdate(bool:DontCheckDistance); public F_ObjectUpdate(bool:DontCheckDistance)
- {
- new Closest[ObjectsToStream], bool:Firstloop, nr, Float:fX, Float:fY, Float:fZ;
- new Float:ObjDistance[F_MAX_OBJECTS], ObjectArr[F_MAX_OBJECTS], bool:DontDestroy[F_MAX_OBJECTS], bool:PosUpdated[F_MAX_OBJECTS];
- for(new playerid; playerid<MAX_PLAYERS; playerid++) if(IsPlayerConnected(playerid) && !IsPlayerNPC(playerid) && DontUpdate[playerid] == false) if(!IsPlayerInRangeOfPoint(playerid, 1.0, OldX[playerid], OldY[playerid], OldZ[playerid]) || DontCheckDistance)
- {
- GetPlayerPos(playerid, OldX[playerid], OldY[playerid], OldZ[playerid]);
- nr = 0;
- for(new objectid; objectid<F_MAX_OBJECTS; objectid++) if(F_IsValidObject(objectid) && ObjectInfo[objectid][PlayerID] == playerid || ObjectInfo[objectid][PlayerID] == -1)
- {
- if(!PosUpdated[objectid])
- {
- if(ObjectInfo[objectid][ObjectAttachedID] != -1) { GetPlayerPos(ObjectInfo[objectid][ObjectAttachedID], ObjectInfo[objectid][ox], ObjectInfo[objectid][oy], ObjectInfo[objectid][oz]); }
- PosUpdated[objectid] = true;
- }
- fX = ObjectInfo[objectid][ox] - OldX[playerid]; fY = ObjectInfo[objectid][oy] - OldY[playerid]; fZ = ObjectInfo[objectid][oz] - OldZ[playerid];
- ObjDistance[objectid] = floatsqroot(fX*fX + fY*fY + fZ*fZ);
- if(floatcmp(ObjDistance[objectid], StreamRange) == -1) { ObjectArr[nr] = objectid; nr++; }
- }
- Closest = "";
- if(nr > ObjectsToStream) for(new loop; loop<ObjectsToStream; loop++)
- {
- Firstloop = true;
- for(new objectid; objectid<nr; objectid++) if((ObjDistance[ObjectArr[objectid]] != 999999999.99) && ((floatcmp(ObjDistance[ObjectArr[objectid]], ObjDistance[Closest[loop]]) == -1) || Firstloop))
- {
- Firstloop = false;
- Closest[loop] = ObjectArr[objectid];
- }
- ObjDistance[Closest[loop]] = 999999999.99;
- }
- else { for(new objectid; objectid<nr; objectid++) { Closest[objectid] = ObjectArr[objectid]; } }
- for(new objectid; objectid<F_MAX_OBJECTS; objectid++) { DontDestroy[objectid] = false; }
- for(new objectid; objectid<ObjectsToStream && objectid<nr; objectid++) { DontDestroy[Closest[objectid]] = true; }
- for(new objectid; objectid<F_MAX_OBJECTS; objectid++) if(ObjectInfo[objectid][ObjectCreated][playerid] == true && DontDestroy[objectid] == false)
- {
- DestroyPlayerObject(playerid, ObjectInfo[objectid][ObjectID][playerid]);
- ObjectInfo[objectid][ObjectCreated][playerid] = false;
- }
- for(new loop; loop<ObjectsToStream && loop<nr; loop++) if(ObjectInfo[Closest[loop]][ObjectCreated][playerid] == false)
- {
- ObjectInfo[Closest[loop]][ObjectID][playerid] = CreatePlayerObject(playerid, ObjectInfo[Closest[loop]][ModelID], ObjectInfo[Closest[loop]][ox], ObjectInfo[Closest[loop]][oy],
- ObjectInfo[Closest[loop]][oz], ObjectInfo[Closest[loop]][orx], ObjectInfo[Closest[loop]][ory], ObjectInfo[Closest[loop]][orz], ObjectInfo[Closest[loop]][ovdist]);
- ObjectInfo[Closest[loop]][ObjectCreated][playerid] = true;
- }
- }
- }
- //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- stock F_ObjectUpdateForAll() { F_ObjectUpdate(true); }
- //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- stock F_PlayerObjectUpdate(playerid, Float:x, Float:y, Float:z) //placed in a different function as F_ObjectUpdate to run faster.
- {
- if(IsPlayerConnected(playerid) && !IsPlayerNPC(playerid))
- {
- OldX[playerid] = x; OldY[playerid] = y; OldZ[playerid] = z;
- new nr;
- new Float:ObjDistance[F_MAX_OBJECTS];
- new ObjectArr[F_MAX_OBJECTS];
- new Float:fX, Float:fY, Float:fZ;
- for(new objectid; objectid<F_MAX_OBJECTS; objectid++) if(F_IsValidObject(objectid) && ObjectInfo[objectid][PlayerID] == playerid || ObjectInfo[objectid][PlayerID] == -1)
- {
- if(ObjectInfo[objectid][ObjectAttachedID] != -1) { GetPlayerPos(ObjectInfo[objectid][ObjectAttachedID], ObjectInfo[objectid][ox], ObjectInfo[objectid][oy], ObjectInfo[objectid][oz]); }
- fX = ObjectInfo[objectid][ox] - x; fY = ObjectInfo[objectid][oy] - y; fZ = ObjectInfo[objectid][oz] - z;
- ObjDistance[objectid] = floatsqroot(fX*fX + fY*fY + fZ*fZ);
- if(floatcmp(ObjDistance[objectid], StreamRange) == -1) { ObjectArr[nr] = objectid; nr++; }
- }
- new Closest[ObjectsToStream];
- if(nr > ObjectsToStream) for(new loop; loop<ObjectsToStream; loop++)
- {
- new bool:Firstloop = true;
- for(new objectid; objectid<nr; objectid++) if((ObjDistance[ObjectArr[objectid]] != 999999999.99) && ((floatcmp(ObjDistance[ObjectArr[objectid]], ObjDistance[Closest[loop]]) == -1) || Firstloop))
- {
- Firstloop = false;
- Closest[loop] = ObjectArr[objectid];
- }
- ObjDistance[Closest[loop]] = 999999999.99;
- }
- else { for(new objectid; objectid<nr; objectid++) { Closest[objectid] = ObjectArr[objectid]; } }
- new bool:DontDestroy[F_MAX_OBJECTS];
- for(new objectid; objectid<ObjectsToStream && objectid<nr; objectid++) { DontDestroy[Closest[objectid]] = true; }
- for(new objectid; objectid<F_MAX_OBJECTS; objectid++) if(ObjectInfo[objectid][ObjectCreated][playerid] == true && (DontDestroy[objectid] == false || RefreshObjects[playerid] == true))
- {
- DestroyPlayerObject(playerid, ObjectInfo[objectid][ObjectID][playerid]);
- ObjectInfo[objectid][ObjectCreated][playerid] = false;
- }
- RefreshObjects[playerid] = false;
- for(new loop; loop<ObjectsToStream && loop<nr; loop++) if(ObjectInfo[Closest[loop]][ObjectCreated][playerid] == false)
- {
- ObjectInfo[Closest[loop]][ObjectID][playerid] = CreatePlayerObject(playerid, ObjectInfo[Closest[loop]][ModelID], ObjectInfo[Closest[loop]][ox], ObjectInfo[Closest[loop]][oy],
- ObjectInfo[Closest[loop]][oz], ObjectInfo[Closest[loop]][orx], ObjectInfo[Closest[loop]][ory], ObjectInfo[Closest[loop]][orz], ObjectInfo[Closest[loop]][ovdist]);
- ObjectInfo[Closest[loop]][ObjectCreated][playerid] = true;
- }
- }
- }
- //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- stock F_SetPlayerPos(playerid, Float:x, Float:y, Float:z)
- {
- DontUpdate[playerid] = true;
- SetPlayerPos(playerid, x, y, z);
- F_PlayerObjectUpdate(playerid, x, y, z);
- SetPlayerPos(playerid, x, y, z);
- DontUpdate[playerid] = false;
- }
- #define SetPlayerPos F_SetPlayerPos
- //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- #if defined _ALS_OnPlayerConnect
- #undef OnPlayerConnect
- #else
- #define _ALS_OnPlayerConnect
- #endif
- #define OnPlayerConnect F_OnPlayerConnect
- forward F_OnPlayerConnect(playerid);
- //EOF/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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