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Revised Terminologies: Opcode to Actual Command
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Aldrin-John-Olaer-Manalansan authored Mar 5, 2025
1 parent a2c00dd commit e052586
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2 changes: 1 addition & 1 deletion sa/docs/SAMP_GET_STREAMED_OUT_PLAYER_COORD.md
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Take note that the server rounds down the coordinate values for data compression purposes. Meaning that the returned coordinates of this opcode have discrepancies compared to the correct coordinates
The returned coordinates of this command have some discrepancies compared to the correct coordinates because the server rounds down the streamed-out coordinate values sent to our client for data compression purposes.
2 changes: 1 addition & 1 deletion sa/docs/SAMP_IS_REMOTE_PLAYER_CONNECTED.md
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Take note: Our LOCAL Player is not a REMOTE Player. So Passing the ID of our local player to this opcode will return false
Our LOCAL Player is not a REMOTE Player. So Passing the ID of our local player to this command will return false
2 changes: 1 addition & 1 deletion sa/docs/SAMP_RAKNET_CREATE_BITSTREAM.md
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Keep in mind that this command allocates memory, so don't forget to manually destroy this object using opcode 0B3E to free it from memory
This command allocates memory for the object, and needs to be manually destroyed when not used by executing command SAMP_RAKNET_DELETE_BITSTREAM to free it from memory
2 changes: 1 addition & 1 deletion sa/docs/SAMP_REGISTER_CLIENT_SIDED_COMMAND.md
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* Remember that callbacks have higher priority than the custom script's main thread. Meaning, eveytime the script encounters the WAIT command at the main thread, the script will execute all callbacks first(if interrupt flag was fired by a callback), then continues to execute the main thread's commands after where the command WAIT was encountered.
* Avoid executing too much commands inside the callback. Doing so would lead to undersirable script behavior, like failing to detect interrupts from other registered callbacks.
* **WAIT** command inside a Callback **WILL NOT WORK!** Because callbacks are designed to finish as soon as possible.
* Take note that all callbacks created by this command must use **SAMP_CMD_RET** command as returning statement, indicating the end of callback.
* Take note that all callbacks created by this command must use **SAMP_CMD_RET** command as returning statement, indicating the end of callback.
2 changes: 1 addition & 1 deletion sa/docs/SAMP_SEND_CHAT_MESSAGE_TO_SERVER.md
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Take note that this opcode can only process literal strings. So passing a formatted string with arguments will treat it as a literal string while the passed arguments are ignored
Take note that this command can only process literal strings. So passing a formatted string with arguments will treat it as a literal string while the passed arguments are ignored
4 changes: 3 additions & 1 deletion sa/docs/SAMP_SEND_DEATH_BY_PLAYER_TO_SERVER.md
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* This will tell the server that our local player got killed by the specified player using a specific weapon.
* Set PlayerID = 0xFFFF to indicate that our local player died by natural means (falling, drowned/toxicated).
* Take note that this command will not actually kill our local character. Use Opcode 05BE or Opcode 0321 Separately to do so.
* Take note that this command will not actually kill our local character (Fake RPC). Use Separate command to do so, like:
* TASK_DIE
* EXPLODE_CHAR_HEAD
4 changes: 3 additions & 1 deletion sa/docs/SAMP_SEND_ENTER_CAR.md
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This opcode does not instruct our character to actually enter the car(Fake RPC). Execute Opcode 05CA or Opcode 05CB separately to do so
This command does not instruct our character to actually enter the car(Fake RPC). Execute a separate command to do so, like:
* TASK_ENTER_CAR_AS_DRIVER
* TASK_ENTER_CAR_AS_PASSENGER
6 changes: 5 additions & 1 deletion sa/docs/SAMP_SEND_EXIT_CAR.md
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This opcode does not instruct our character to actually exit the car(Fake RPC). Execute Opcode 05CD/0633/05CF/09F6 separately to do so
This opcode does not instruct our character to actually exit the car(Fake RPC). Execute a separate command to do so, like:
* TASK_LEAVE_CAR
* TASK_LEAVE_ANY_CAR
* TASK_LEAVE_CAR_AND_FLEE
* SET_CHAR_GET_OUT_UPSIDE_DOWN_CAR
2 changes: 1 addition & 1 deletion sa/docs/SAMP_SEND_SPAWN_TO_SERVER.md
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* Unlike opcode 0AF6, this does opcode does not actually teleport our Player Character to Spawn(Fake RPC).
* Unlike SAMP_SPAWN_LOCAL_PLAYER command, this command does not actually teleport our Player Character to Spawn(Fake RPC).
* Fact: Our client naturally sends this RPC, 2 seconds before our player spawns automatically.
2 changes: 1 addition & 1 deletion sa/docs/SAMP_SET_SPECIAL_ACTION.md
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Our character will perform this special action as well. Executing this opcode is like receiving a SampRpc.ScrSetPlayerSpecialAction from the Server
Our character will perform this special action as well. Executing this opcocommandde is like receiving a SampRpc.ScrSetPlayerSpecialAction from the Server
4 changes: 2 additions & 2 deletions sa/docs/SF_DXUT_DIALOG_ADD_SLIDER.md
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* sliders are scrollable control elements that changes its slider value depending on how much it's been scrolled by the user. But this doesn't mean that the dialog's controls will be repositioned by it.
* a slider's value can be retrieved using Opcode 0B97.
* a slider's value can be manually manipulated using Opcode 0B98.
* a slider's value can be retrieved using SF_DXUT_DIALOG_GET_SLIDER_VALUE.
* a slider's value can be manually manipulated using SF_DXUT_DIALOG_SET_SLIDER_VALUE.
* id must be unique to all elements of this DXUTDialog, else SF won't be able to interact with all old elements with the same id.
* relcoordx, relcoordx, width, height are window screen values.
* relcoordx, relcoordx are relative to the coordinates of the DXUTDialog.
2 changes: 1 addition & 1 deletion sa/docs/SF_RENDER_CREATE_FONT.md
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* For more info about fontname and flags, read Font API's by Microsoft.
* RenderFont objects created by this command allocates memory and needs to be manually destroyed by Opcode 0B6E if not used anymore to free it from memory.
* RenderFont objects created by this command allocates memory and needs to be manually destroyed by SF_RENDER_DELETE_FONT if not used anymore to free it from memory.
2 changes: 1 addition & 1 deletion sa/docs/SF_RENDER_LOAD_TEXTURE_FROM_FILE.md
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* filepath accepts cleo5 relative path keywords like "cleo:\<filepath>" or "root:\<filepath>"
* RenderTexture Objects created by this command requires manual cleanup when not used anymore. Use Opcode 0B72 to do so.
* RenderTexture Objects created by this command requires manual cleanup when not used anymore. Use SF_RENDER_RELEASE_TEXTURE to do so.
* Can be used as a condition which evaluates as true if the texture has been loaded successfully.

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