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 * *