#New SA-MP callbacks This is a collection of useful callbacks for SA-MP, that works with every SA-MP version.
##List of Callbacks The following callbacks are included with this library:
// Called when a player pauses their game.
forward OnPlayerPause(playerid);
// Called when a player returns to the game.
forward OnPlayerResume(playerid, time);
// Called when a player starts holding a key.
forward OnPlayerHoldingKey(playerid, keys);
// Called when a player releases a key.
forward OnPlayerReleaseKey(playerid, keys, time);
// Called when a player falls from a tall height.
forward OnPlayerFall(playerid, Float:damage);
// Called when a player loses packets.
forward OnPlayerPacketLoss(playerid, Float:oldloss, Float:newloss);
// Called when a player crashes their vehicle.
forward OnPlayerCrashVehicle(playerid, vehicleid, Float:damage);
// Called when a player uses a vending machine.
forward OnPlayerUseVending(playerid);
// Called when a player's FPS change.
forward OnPlayerFPSChange(playerid, oldfps, newfps);
// Called when a player jacks another player's vehicle.
forward OnPlayerJackVehicle(playerid, targetid, vehicleid);
// Called when a player completely uses up all ammo in their weapon.
forward OnPlayerEmptyWeapon(playerid, weaponid);
// Called when a player shoots another player in their team.
forward OnPlayerFriendlyFire(playerid, targetid, weaponid);
// Called when a player aims at another player.
forward OnPlayerTargetPlayer(playerid, targetid, weaponid);
// Called when a player explicitly disables textdraw selection mode.
forward OnPlayerHideCursor(playerid, hovercolor);
// Called when a player shoots more ammo than their weapon's clip can hold.
forward OnPlayerAntiReload(playerid, weaponid);
// Called when an animation is finished.
forward OnPlayerAnimationPlay(playerid, animlib[], animname[]);
// Called when a player is reloading their weapon.
forward OnPlayerReloadWeapon(playerid, weaponid, ammo);
// Called when a player is burning from fire.
forward OnPlayerBurning(playerid, status);
// Called when a player aims a weapon.
forward OnPlayerAiming(playerid, weaponid, status);
// Called when a player's action changes;
forward OnPlayerActionChange(playerid, oldaction, newaction);
// Called when a player rams another player.
forward OnPlayerRamPlayer(playerid, driverid, vehicleid, Float:damage);
// Called when a player uses a camera to take a picture.
forward OnPlayerUseCamera(playerid);
// Called when a player sprays a spraycan towards a vehicle.
forward OnPlayerSprayAtVehicle(playerid, vehicleid);
##Functions External functions for this library:
// Returns 1 if the player is paused.
stock IsPlayerPaused(playerid);
// Returns 1 if the player is holding the key.
stock IsPlayerHoldingKey(playerid, keys);
// Returns 1 if the player is skydiving.
stock IsPlayerSkydiving(playerid);
// Returns 1 if the player is swimming.
stock IsPlayerSwimming(playerid);
// Returns 1 if the player is burning.
stock IsPlayerBurning(playerid);
// Returns 1 if the player is aiming.
stock IsPlayerAiming(playerid);
// Returns 1 if the player is near any vending machine.
stock IsPlayerNearVending(playerid);
// Returns 1 if the player is spraying at a vehicle with a spraycan.
stock IsPlayerSprayingVehicle(playerid, vehicleid);
// Returns the player's action.
stock GetPlayerAction(playerid);
// Returns the player's packet loss.
stock Float:GetPlayerPacketLoss(playerid);
// Returns the time that the player has been paused.
stock GetPlayerPausedTime(playerid);
// Returns the player's FPS amount.
stock GetPlayerFPS(playerid);
##Example
public OnPlayerResume(playerid, time)
{
new
str[48];
format(str, sizeof(str), "You've been paused for %d milliseconds.", time);
return SendClientMessage(playerid, -1, str);
}
public OnPlayerCrashVehicle(playerid, vehicleid, Float:damage)
{
SendClientMessage(playerid, 0xFF0000FF, "You have crashed your vehicle!");
SendClientMessage(playerid, 0xFF0000FF, "Learn how to drive, please!");
return 1;
}