diff --git a/core.inc b/core.inc
index 315e7a9..dc0e9e9 100644
--- a/core.inc
+++ b/core.inc
@@ -152,7 +152,7 @@ native clamp(value, min = cellmin, max = cellmax);
/**
* core
* Get a specific property from the memory, the string is returned as a packed string!.
- * The virtual machine to
+ * The virtual machine to
* use, you should keep this zero (optional=0)
* The property's name, you should keep this "" (optional="")
* The property's unique ID, Use the hash-function to calculate it from a string
@@ -185,7 +185,7 @@ native setproperty(id = 0, const name[] = "", value = cellmin, const string[] =
/**
* core
* Delete an earlier set property (setproperty).
- * The virtual machine to
+ * The virtual machine to
* use. You should keep this as zero (optional=0)
* The property's name, you should keep this blank (optional="")
* The property's unique ID. Use the hash-function to calculate it from a string
@@ -200,7 +200,7 @@ native deleteproperty(id = 0, const name[] = "", value = cellmin);
/**
* core
* Check if a property exist.
- * The virtual machine to
+ * The virtual machine to
* use, you should keep this zero (optional=0)
* The property's name, you should keep this (optional="")
* The property's unique ID. Use the hash-function to calculate it from a string
diff --git a/omp_core.inc b/omp_core.inc
index effecda..8ed3d2d 100644
--- a/omp_core.inc
+++ b/omp_core.inc
@@ -348,9 +348,6 @@ native Format(output[], len = sizeof (output), const format[], {Float, _}:...) =
* Whether the timer should repeat or not
*
*
- * Timer intervals are not accurate (roughly 25% off). There's a fix available
- * here.
- *
* Timer IDs are never used twice. You can use KillTimer on a timer
* ID and it won't matter if it's running or not.
* The function that should be called must be public.
@@ -373,9 +370,6 @@ native SetTimer(const functionName[], interval, bool:repeating);
*
*
*
- * Timer intervals are not accurate (roughly 25% off). There's a fix available
- * here.
- *
* Timer IDs are never used twice. You can use KillTimer() on a timer ID and it won't matter
* if it's running or not.
* The function that should be called must be public.
@@ -536,7 +530,7 @@ native bool:SendPlayerMessageToAll(senderid, const format[], OPEN_MP_TAGS:...);
* Adds a death to the 'killfeed' on the right-hand side of the screen for all players.
* The ID of the killer (can be INVALID_PLAYER_ID)
* The ID of the player that died
- * The reason (not always a weapon)
+ * The reason (not always a weapon)
* for the victim's death. Special icons can also be used (ICON_CONNECT and ICON_DISCONNECT)
*
*
@@ -998,7 +992,7 @@ native void:SetNameTagDrawDistance(Float:distance);
/**
* omp_core
* Set the world weather for all players.
- * The weather to set
+ * The weather to set
*
*
* If TogglePlayerClock is enabled, weather will slowly change
diff --git a/omp_network.inc b/omp_network.inc
index 7a90d79..7c354e4 100644
--- a/omp_network.inc
+++ b/omp_network.inc
@@ -420,8 +420,8 @@ native NetStats_MessagesRecvPerSecond(playerid);
* 1.0% is outright bad.
* This function has been found to be currently unreliable the output is not as expected when
* compared to the client. Therefore this function should not be used as a packet loss kicker.
- * A more accurate packetloss function can be found here:
- * http://forum.sa-mp.com/showpost.php?p=2488911&postcount=984
+ * A more accurate packetloss function can be found here:
+ * https://sampforum.blast.hk/showthread.php?tid=281&pid=2488911#pid2488911
* The percentage packet loss as a float. 0.0 if player not connected.
*/
native Float:NetStats_PacketLossPercent(playerid);
@@ -653,8 +653,8 @@ forward OnRconLoginAttempt(ip[], password[], success);
/**
* This callback is called when a player finishes downloading custom models. For more information
- * on how to add custom models to your server, see the
- * release thread and this tutorial.
+ * on how to add custom models to your server, see the
+ * release thread and this tutorial.
* The ID of the player that finished downloading custom models
* The ID of the virtual world the player finished downloading custom models
* for
diff --git a/omp_player.inc b/omp_player.inc
index 11cf07f..0924883 100644
--- a/omp_player.inc
+++ b/omp_player.inc
@@ -442,7 +442,7 @@ native GetPlayerWantedLevel(playerid);
* omp_player
* Set a player's weather.
* The ID of the player whose weather to set
- * The weather to set
+ * The weather to set
*
*
* If TogglePlayerClock is enabled, weather will slowly change
@@ -515,7 +515,7 @@ native bool:StopAudioStreamForPlayer(playerid);
/**
* omp_player
* Creates an explosion that is only visible to a single player. This can be used to isolate
- * explosions from other players or to make them only appear in specific virtual
+ * explosions from other players or to make them only appear in specific virtual
* worlds.
* The ID of the player to create the explosion for
* The x coordinate of the explosion
@@ -844,9 +844,9 @@ native GetPlayerDrunkLevel(playerid);
/**
* omp_player
* Set a player's interior. A list of currently known interiors and their positions can be
- * found here.
+ * found here.
* The ID of the player to set the interior of
- * The interior ID to
+ * The interior ID to
* set the player in
*
*
@@ -862,7 +862,7 @@ native bool:SetPlayerInterior(playerid, interiorid);
* omp_player
* Set the skin of a player. A player's skin is their character model.
* The ID of the player to set the skin of
- * The skin the player should use
+ * The skin the player should use
*
*
* If a player's skin is set when they are crouching, in a vehicle, or performing certain animations,
@@ -1053,7 +1053,7 @@ native Float:GetPlayerDistanceFromPoint(playerid, Float:x, Float:y, Float:z);
/**
* omp_player
* Retrieves the player's current interior. A list of currently known interiors with their
- * positions can be found on this page.
+ * positions can be found on this page.
* The player to get the interior ID of
*
*
@@ -1145,7 +1145,7 @@ native bool:GetPlayerFacingAngle(playerid, &Float:ang);
*
* This function does not work if the new coordinates are far away from where the player currently
* is. The z height will be 0, which will likely put them underground. It is highly
- * recommended that the MapAndreas plugin
+ * recommended that the MapAndreas plugin
* be used instead.
*
* 1: The function executed successfully.
@@ -1292,9 +1292,9 @@ native bool:ClearAnimations(playerid, FORCE_SYNC:forceSync = SYNC_NONE);
/**
* omp_player
- * Retrieves a player's current special
+ * Retrieves a player's current special
* action.
- * The ID of the player to get the special
+ * The ID of the player to get the special
* action of
*
*
@@ -1331,7 +1331,7 @@ native bool:ClearAnimations(playerid, FORCE_SYNC:forceSync = SYNC_NONE);
* animation with visible pee.
*
*
- * The special action of the player.
+ * The special action of the player.
*/
native SPECIAL_ACTION:GetPlayerSpecialAction(playerid);
@@ -1458,7 +1458,7 @@ native bool:GetGameText(playerid, style, message[], len = sizeof (message), time
* The ID of the player to send the death message to
* The ID of the killer (can be INVALID_PLAYER_ID)
* The ID of the player that died
- * The reason (not always a weapon)
+ * The reason (not always a weapon)
* for the victim's death. Special icons can also be used (ICON_CONNECT and ICON_DISCONNECT)
*
*
@@ -1728,7 +1728,7 @@ native bool:TogglePlayerControllable(playerid, bool:controllable);
* omp_player
* Check which keys a player is pressing.
* The ID of the player to get the keys of
- * Bitmask containing the player's key states. List
+ * Bitmask containing the player's key states. List
* of keys
* Up/down state
* Left/right state
@@ -1955,7 +1955,7 @@ native ResetPlayerWeapons(playerid);
* omp_player
* Set the ammo of a player's weapon.
* The ID of the player to set the weapon ammo of
- * The ID of the weapon to set
+ * The ID of the weapon to set
* the ammo of.
* The amount of ammo to set
*
@@ -2310,7 +2310,7 @@ native bool:PlayerSpectateVehicle(playerid, targetid, SPECTATE_MODE:mode = SPECT
*
*
*
- * This function will only work when lag
+ * This function will only work when lag
* compensation is enabled.
* If the player hit nothing, the hit positions will be 0. This means you can't
* currently calculate how far a bullet travels through open air.
@@ -2804,7 +2804,7 @@ forward OnPlayerStreamOut(playerid, forplayerid);
* The ID of the player that caused the damage. INVALID_PLAYER_ID
* if self-inflicted
* The amount of damage the player took (health and armour combined)
- * The ID of the weapon/reason
+ * The ID of the weapon/reason
* for the damage
* The body part that was hit. (NOTE: This parameter was added in 0.3z.
* Leave it out if using an older version!)
@@ -2838,7 +2838,7 @@ forward OnPlayerTakeDamage(playerid, issuerid, Float:amount, WEAPON:weaponid, bo
* The ID of the player that gave damage
* The ID of the player that received damage
* The amount of health/armour damagedid has lost (combined)
- * The reason that caused the
+ * The reason that caused the
* damage
* The body part that was hit. (NOTE: This parameter was added in 0.3z.
* Leave it out if using an older version!)
@@ -2889,7 +2889,7 @@ forward OnPlayerClickPlayer(playerid, clickedplayerid, CLICK_SOURCE:source);
* The ID of the player that died
* The ID of the player that killed the player who died, or INVALID_PLAYER_ID
* if there was none
- * The ID of the reason for the
+ * The ID of the reason for the
* player's death
*
*
@@ -2914,7 +2914,7 @@ forward OnPlayerDeath(playerid, killerid, WEAPON:reason);
* supported. Only passenger drive-by is supported (not driver drive-by, and not sea sparrow
* / hunter shots).
* The ID of the player that shot a weapon
- * The ID of the weapon shot
+ * The ID of the weapon shot
* by the player
* The type of thing the shot hit (none, player, vehicle, or (player)object)
* The ID of the player, vehicle or object that was hit
@@ -2981,7 +2981,7 @@ forward OnScriptCash(playerid, amount, source);
*
*
* The Z value returned will be 0 (invalid) if it is far away from the player;
- * use the MapAndreas plugin to get a more
+ * use the MapAndreas plugin to get a more
* accurate Z coordinate.
*
* 1 - Will prevent other filterscripts from receiving this callback.
@@ -3050,9 +3050,9 @@ forward OnPlayerInteriorChange(playerid, newinteriorid, oldinteriorid);
* This callback is called when the state of any supported key is changed (pressed/released).
* Directional keys do not trigger OnPlayerKeyStateChange (up/down/left/right).
* The ID of the player that pressed or released a key
- * A map (bitmask) of the keys currently held - see here
+ * A map (bitmask) of the keys currently held - see here
* A map (bitmask) of the keys held prior to the current change - see
- * here
+ * here
*
* This callback can also be called by NPC.
*
diff --git a/omp_textlabel.inc b/omp_textlabel.inc
index 6a3c9da..e8ccd82 100644
--- a/omp_textlabel.inc
+++ b/omp_textlabel.inc
@@ -109,7 +109,7 @@ native #Global();
* If the virtualWorld is set as -1 the text will not appear.
*
* drawdistance seems to be a lot smaller when spectating.
- * Use colour embedding
+ * Use colour embedding
* for multiple colours in the text.
* The ID of the newly created 3D Text Label, or INVALID_3DTEXT_ID if the 3D
* Text Label limit (MAX_3DTEXT_GLOBAL) was reached.
diff --git a/omp_vehicle.inc b/omp_vehicle.inc
index 35645b3..e400758 100644
--- a/omp_vehicle.inc
+++ b/omp_vehicle.inc
@@ -287,15 +287,15 @@ static stock LANDING_GEAR_STATE:_@LANDING_GEAR_STATE() { return __LANDING_GEAR_S
/**
* omp_vehicle
* Adds a 'static' vehicle (models are pre-loaded for players) to the gamemode.
- * The Model ID for the
+ * The Model ID for the
* vehicle
* The x coordinate of the spawnpoint of this vehicle
* The y coordinate of the spawnpoint of this vehicle
* The z coordinate of the spawnpoint of this vehicle
* Direction of vehicle - angle
- * The primary colour ID. -1
+ * The primary colour ID. -1
* for random (random colour chosen by client)
- * The secondary colour ID.
+ * The secondary colour ID.
* -1 for random (random colour chosen by client)
*
*
@@ -316,15 +316,15 @@ native AddStaticVehicle(modelid, Float:spawnX, Float:spawnY, Float:spawnZ, Float
* Adds a 'static' vehicle (models are pre-loaded for players)to the gamemode. Differs from
* AddStaticVehicle in only one way: allows a respawn time to be set
* for when the vehicle is left unoccupied by the driver.
- * The Model ID for the
+ * The Model ID for the
* vehicle
* The x coordinate of the spawnpoint of this vehicle
* The y coordinate of the spawnpoint of this vehicle
* The z coordinate of the spawnpoint of this vehicle
* Direction of vehicle - angle
- * The primary colour ID. -1
+ * The primary colour ID. -1
* for random (random colour chosen by client)
- * The secondary colour ID.
+ * The secondary colour ID.
* -1 for random (random colour chosen by client)
* The delay until the car is respawned without a driver, in seconds
* Added in 0.3.7; will not work in earlier versions. Enables the vehicle
@@ -347,13 +347,13 @@ native AddStaticVehicleEx(modelid, Float:spawnX, Float:spawnY, Float:spawnZ, Flo
* omp_vehicle
* Creates a vehicle in the world. Can be used in place of AddStaticVehicleEx
* at any time in the script.
- * The model for the vehicle
+ * The model for the vehicle
* The x coordinate for the vehicle
* The y coordinate for the vehicle
* The z coordinate for the vehicle
* The facing angle for the vehicle
- * The primary colour ID
- * The secondary colour ID
+ * The primary colour ID
+ * The secondary colour ID
* The delay until the car is respawned without a driver in seconds.
* Using -1 will prevent the vehicle from respawning
* Added in 0.3.7; will not work in earlier versions. Enables the vehicle
@@ -702,7 +702,7 @@ native bool:SetVehicleToRespawn(vehicleid);
* Links a vehicle to an interior. Vehicles can only be seen by players in the same interior
* (SetPlayerInterior).
* The ID of the vehicle to link to an interior
- * The Interior ID to
+ * The Interior ID to
* link it to
*
*
@@ -716,10 +716,10 @@ native bool:LinkVehicleToInterior(vehicleid, interiorid);
/**
* omp_vehicle
* Adds a 'component' (often referred to as a 'mod' (modification)) to a vehicle. Valid components
- * can be found here.
+ * can be found here.
* The ID of the vehicle to add the component to. Not to be confused with modelid
- * The ID of the component
+ * href="https://sampwiki.blast.hk/wiki/Confuse_modelid">modelid
+ * The ID of the component
* to add to the vehicle
*
*
@@ -727,7 +727,7 @@ native bool:LinkVehicleToInterior(vehicleid, interiorid);
* - 1 - The component was successfully added to the vehicle.
*
*
- * Using an invalid component ID
+ * Using an invalid component ID
* crashes the player's game. There are no internal checks for this.
*
*
@@ -741,7 +741,7 @@ native bool:AddVehicleComponent(vehicleid, component);
* omp_vehicle
* Remove a component from a vehicle.
* ID of the vehicle
- * ID of the component
+ * ID of the component
* to remove
*
*
@@ -755,9 +755,9 @@ native bool:RemoveVehicleComponent(vehicleid, component);
* omp_vehicle
* Change a vehicle's primary and secondary colours.
* The ID of the vehicle to change the colours of
- * The new vehicle's primary colour
+ * The new vehicle's primary colour
* ID
- * The new vehicle's secondary colour
+ * The new vehicle's secondary colour
* ID
*
*
@@ -922,13 +922,13 @@ native bool:SetVehicleNumberPlate(vehicleid, const numberPlate[]);
/**
* omp_vehicle
- * Gets the model ID of a vehicle.
+ * Gets the model ID of a vehicle.
* The ID of the vehicle to get the model of
*
*
*
*
- * The vehicle's model ID, or 0
+ * The vehicle's model ID, or 0
* if the vehicle doesn't exist.
*/
native GetVehicleModel(vehicleid);
@@ -1182,7 +1182,7 @@ native bool:UpdateVehicleDamageStatus(vehicleid, VEHICLE_PANEL_STATUS:panels, VE
/**
* omp_vehicle
* Retrieve information about a specific vehicle model such as the size or position of seats.
- * The vehicle model
+ * The vehicle model
* to get info of
* The type of information to retrieve
* A float to store the x value
@@ -1483,9 +1483,9 @@ native #Deprecated();
* omp_vehicle
* Change a vehicle's primary and secondary colours.
* The ID of the vehicle to change the colours of
- * The new vehicle's primary colour
+ * The new vehicle's primary colour
* ID
- * The new vehicle's secondary colour
+ * The new vehicle's secondary colour
* ID
*
*