Coder Social home page Coder Social logo

ysi-includes's People

Contributors

adrfranklin avatar agraber avatar ahmad45123 avatar alexvega32 avatar crayder avatar dayvison avatar dentis-t avatar george480 avatar kw46 avatar leheix avatar maddinat0r avatar misiur avatar mysy00 avatar ohmypxl avatar patrickgtr avatar paulomu avatar pawnoholic avatar r4sheed avatar sancky avatar southclaws avatar spacemud avatar thomas14 avatar tianmetal avatar tr1xy avatar vasily-x avatar vince0789 avatar y-less avatar yiin avatar zeex avatar zsoolt997 avatar

Stargazers

 avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar

Watchers

 avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar

ysi-includes's Issues

Dialog_Get returning wrong id

Dialog_Get will keep returning wrong id, if the dialogid is used manually (not via Dialog_ShowCallback), as y_dialog will not set it to -1. (none of the scripts claims ownership of dialog_ids allocated by Dialog_ObtainID)

y_hooks not working with functions that has long-names.

When using y_hooks to hook functions with long names like "OnPlayerEnterRaceCheckpoint"
It bugs up.. Got the following errors:


Parts/UnGroup/TestDMV.pwn(194) : warning 200: symbol "@yH_OnPlayerEnterRaceCheckpoint" is truncated to 31 characters
Parts/UnGroup/TestDMV.pwn(194) : warning 200: symbol "@yH_OnPlayerEnterRaceCheckpoint" is truncated to 31 characters
Parts/Jobs/Trucker.pwn(185) : warning 200: symbol "@yH_OnPlayerEnterRaceCheckpoint" is truncated to 31 characters
Parts/Jobs/Trucker.pwn(185) : error 021: symbol already defined: "@yH_OnPlayerEnterRaceCheckpoint"
Parts/Jobs/Trucker.pwn(186) : error 021: symbol already defined: "@yH_OnPlayerEnterRaceCheckpoint"


Problem with Y_dialog, Y_inline, mysql

Hello, So I'm developing my server using ( y_dialog, y_inline and mysql ) but I came across a problem.
My login and registration system works perfectly, but when I restart my server "GMX", when he reconnects to the server mysql inline function does not work, it is ignored. Already tested all possible ways but it still fails.
Do You know how I can tidy this problem?

Problem with y_iterate

Here my logs :

[00:58:37] SendReport 0 (Iter_Free)
[00:58:38] SendReport 1 (Iter_Free)
[00:58:38] SendReport 2 (Iter_Free)
[00:59:20] DialogReportSelect 0 (Iter_Remove)
[00:59:21] DialogReportSelect 1 (Iter_Remove)
[00:59:22] DialogReportSelect 2 (Iter_Remove)
[00:59:31] SendReport 1 (Iter_Free)

Logically, I'm supposed to get the value 0 with "Iter_Free" because "Iter_Remove" was deleted it, but I get the value 1.

I've tested foreach renaming "y_iterate" for foreach doesn't use it, and Iter_Free returns me 0 correctly.

y_dialogs/y_inline problem

Afther some time the server online the dialog show to the player dont response, its show for the player but seems like dont response.

On YSI 3.1, this dont happends, YSI 4.0 problem.

Run time errors

Hi,

I have some run time errors (y_timers). Can someone help how to repair it? :)

Thanks

[31/08/2015 14:21:48] SetTimer (funcname = "SavePropertys" interval = 1800000 repeating = 1, result = 7);
[31/08/2015 14:21:48] [debug] Run time error 12: "(sleep mode)"
[31/08/2015 14:21:48] [debug] AMX backtrace:
[31/08/2015 14:21:48] [debug] #0 00049f30 in Command_Add () at D:\PAWN\Pawno Patched\include\YSI\..\YSI_Coding\..\YSI_Coding\y_malloc/heapalloc.inc:393
[31/08/2015 14:21:48] SetTimer (funcname = "UnMutePlayers" interval = 1050 repeating = 1, result = 8);
[31/08/2015 14:21:48] [debug] Run time error 12: "(sleep mode)"
[31/08/2015 14:21:48] [debug] AMX backtrace:
[31/08/2015 14:21:48] [debug] #0 00049f30 in Command_Add () at D:\PAWN\Pawno Patched\include\YSI\..\YSI_Coding\..\YSI_Coding\y_malloc/heapalloc.inc:393

y_amx questions

Hi,

I would want to know what do you want to mean in this comment ? :

// This is based on the AMX version used in SA:MP - it DOES NOT match the code
// found in the PAWN documentation as that's for a later version.

The AMX used in SAMP is different of the original AMX ?

y_text error

Hey!
I found a new bug in y_text library. The following functions return error when are used:
Text_DialogBox
Text_PasswordBox
Text_ListBox
Text_InputBox
Text_MessageBox
Thanks for developing the YSI includes.
Have a nice day!

Using y_properties

Hello.
Today, i was think, than I can use one from the huge include in library. First, what was interested me, was y_properties. But, when i stared with basic CreateBank, its started list of errors. Many i was solved by loading #include <YSI\y_utils>, but is still not enough. Must I load some more specific includes, or some of that undefined symbols i must declare myself, like PLAYER_BIT_ARRAY?

y_text color

Hey !
I think i have found a new bug in y_text. All the texts i send via Text_Send are red and if i change their color in mode_text_LANG_DATA the texts are black.
Example:
Gamemode:
Text_Send(playerid, $WELCOME_BACK, SERVER_NAME, GetPlayerUsername(playerid));
mode_text.RO:
WELCOME_BACK = [%s] Bine ai revenit pe server,%s.
mode_text_LANG_DATA:
I can't post the code from here,i don't know why but github block it.
image

Result:
image

y_master

How to return strings with y_master ?

Something like this doesn't work (error shows up when i try to use it ;argument type mismatch).

foreign getSomeString();

global getSomeString() {
 new test[20];
 test = "Some String";
 return test;
}

Foreach overflow?

HI,

I have problem with 2D iterator. Here are screenshots. First http://prntscr.com/7vn745

Second http://prntscr.com/7vn7b4

Code (first)

stock SellPlayerVehicle(playerid, modelid){
    new id = Iter_Free(PlayerVehicle[playerid]);
    if(id == -1) return -2;
    MsgF(playerid, -1, "SellPlayerVehicle - %d", id);
    Iter_Add(PlayerVehicle[playerid], id);

Code (Second)

stock SellPlayerVehicle(playerid, modelid){
    new id = Iter_Free(PlayerVehicle[playerid]);
    if(id == Iter_End(PlayerVehicle[playerid])) return -2;
    MsgF(playerid, -1, "SellPlayerVehicle - %d", id);
    Iter_Add(PlayerVehicle[playerid], id);

I don't know why it doesn't work (doesn't return -2). Some ideas?

Thanks

y_commands problem

Latest version of YSI (this). Without zeex compiler patches

Errors
pawnoYSI4\include\YSI..\YSI_Visual\y_commands/impl.inc(1329) : error 021: symbol already defined: "@yH_OnScriptInit@003"
pawnoYSI4\include\YSI..\YSI_Visual\y_commands/impl.inc(1330) : error 021: symbol already defined: "@yH_OnScriptInit@003"
pawnoYSI4\include\YSI..\YSI_Visual\y_commands/impl.inc(1369) : warning 209: function "@yH_OnScriptInit@003" should return a value

Thanks :)

QWERTYUIOP for YSI 4.0?

Hi,
is possible to use QWERTYUIOP with YSI 4.0? Because I somewhere read it's just for 3.1. I like the idea of QWERTYUIOP mainly D, G, W (if is possible) and Y.

Thanks

y_commands punycode use is backwards

Currently, y_commands is implemented as:

  1. Commands are written in puny-encoded form, such as:
YCMD:@80aalwkhe(playerid, params[], help)
{
}
  1. This encoded name is stored as the canonical version of the name, used for all lookups.

  2. When a user types /команда, y_commands encodes this string and uses the result for the lookup. This encoding is a HUGE bottleneck in the processing and entirely unneeded.

The better implementation would be:

  1. Commands are written in puny-encoded form, such as:
YCMD:@80aalwkhe(playerid, params[], help)
{
}

This can't change because of compiler limitations - functions can't use many characters in their name.

  1. This encoded name is decoded, and the decoded version ("команда") is stored as the canonical version of the name, used for all lookups. The slow puny operation is done once when the mode starts (or when alt-names are added).

  2. When a user types /команда, y_commands uses this string for the lookup. Thus bypassing the bottleneck in processing. The string will still be hashed, and some work may need to be done there (but may not) to account for the extended characters and making sure the hash is still well distributed, but currently the hash is already fast.

y_text problem

I use a function Text_ListBox with mixed parameters (string & y_text variable), but the output is "Could not find text source" instead of the contents of a variable of type string.
What could be the problem? In older versions of the YSI (which does not specifically version say) all works perfect.

Pawn source code

YCMD:inventory(playerid, params[], help) {
    if(help) return Text_Send(playerid, $COMMAND_HELP, YCMD:inventory, "view and manage inventory");

    // Preparing dialog content
    new string[2000];
    for(new slot = 0; slot < INV_MAX_ITEMS; slot++) {
        new item, quantity, serial;
        Inventory_GetSlotData(playerid, slot, item, quantity, serial);

        if(!item)
            continue;

        if(serial)
            format(string, sizeof(string), "%s%24s\t[{00AA00}%3d{FFFFFF} шт., {00AA00}%.3f{FFFFFF} кг., #%5d]\n", 
                string, Items[item][itemName], quantity, Inventory_GetSlotWeight(playerid, slot), serial);
        else
            format(string, sizeof(string), "%s%24s\t[{00AA00}%3d{FFFFFF} шт., {00AA00}%.3f{FFFFFF} кг.]\n", 
                string, Items[item][itemName], quantity, Inventory_GetSlotWeight(playerid, slot));
    }
    if(strlen(string) < 30) 
        return Text_Send(playerid, $INVENTORY_IS_EMPTY);
    strmid(string, string, 0, strlen(string)-1);

    // Show and handle dialog
    inline Response(pid, dialogid, response, listitem, string:inputtext[]) {
        #pragma unused pid, dialogid, listitem, inputtext
        if(!response)
            return true;
        // @todo
    }
    Text_ListBox(playerid, using inline Response, "Inventory", string, $DIALOG_SELECT, $DIALOG_CLOSE);

    return true;
}

Thanks in advance :)

Wrong hook order

With this include order:

include <YSI_Visual\y_commands>

include <YSI_Players\y_groups>

include <YSI_Storage\y_ini>

include <YSI_Coding\y_va>

include <YSI_Coding\y_timers>

include <YSI_Visual\y_dialog>

include <YSI_Coding\y_inline>

include <YSI_Core\y_utils>

include <YSI_Data\y_iterate>

include <YSI_Data\y_bit>

include <YSI_Internal\y_pp>

include <YSI_Server\y_colours>

include <YSI_Server\y_scriptinit>

include <YSI_Coding\y_hooks>

the actual script will get id (UNIQUE_SYMBOL) 8, while y_groups have id 9, meaning if you set groups in OnPlayerConnect, they will get deleted in y_groups version of OnPlayerConnect.

OnDialogResponse not called when using (y_dialog & y_inline)

After including y_dialog and y_inline, OnDialogResponse is not being called.

Probably it changed the ID of the dialogs.
But i didn't use Dialog_Get function.

I want to port my dialogs to y_inline, but, there's too many and i want to keep the server running while i'm porting.

Is there any solution?

ERROR y_properties

Hi please how includes need for include Y_PROPERTIES ?
Allone Y_PROPERTIES write after compile error:

PAWNO\include\YSI..\YSI_Visual..\YSI_Core..\YSI_Coding..\YSI_Core..\YSI_Data\y_bit.inc(329) : warning 203: symbol is never used: "v"
\PAWNO\include\YSI..\YSI_Visual\y_properties.inc(228) : error 017: undefined symbol "PLAYER_BIT_ARRAY"
\PAWNO\include\YSI..\YSI_Visual\y_properties.inc(256) : error 017: undefined symbol "MAX_AREAS"
\PAWNO\include\YSI..\YSI_Visual\y_properties.inc(462) : error 017: undefined symbol "MAX_AREAS"
\PAWNO\include\YSI..\YSI_Visual\y_properties.inc(464) : error 017: undefined symbol "MAX_CHECKPOINTS"
\PAWNO\include\YSI..\YSI_Visual\y_properties.inc(711) : error 010: invalid function or declaration
\PAWNO\include\YSI..\YSI_Visual\y_properties.inc(711 -- 881) : error 010: invalid function or declaration
\PAWNO\include\YSI..\YSI_Visual\y_properties.inc(1102) : warning 213: tag mismatch
C:\Users\Matúš\Documents\PAWNO\include\YSI..\YSI_Visual\y_properties.inc(1102) : error 017: undefined symbol "GROUP_PROPERTY_BITS"
\PAWNO\include\YSI..\YSI_Visual\y_properties.inc(1131) : error 032: array index out of bounds (variable "YSI_g_sProperties")
\PAWNO\include\YSI..\YSI_Visual\y_properties.inc(1131) : warning 215: expression has no effect
\PAWNO\include\YSI..\YSI_Visual\y_properties.inc(1131) : error 001: expected token: ";", but found ")"
\PAWNO\include\YSI..\YSI_Visual\y_properties.inc(1131) : error 029: invalid expression, assumed zero
\PAWNO\include\YSI..\YSI_Visual\y_properties.inc(1131) : fatal error 107: too many error messages on one line

Compilation aborted.

Pawn compiler 3.10.20150531 Copyright (c) 1997-2006, ITB CompuPhase

11 Errors.

CODE:
/*****************************************************************************************************************************/

include "a_samp "

include "sscanf2"

/*****************************************************************************************************************************/

include YSI\y_commands

include YSI\y_colours

include YSI\y_iterate

include YSI\y_dialog

include YSI\y_timers

include YSI\y_bit

include YSI\y_hooks

include YSI\y_properties

/*****************************************************************************************************************************/

Command_SetDeniedReturn() in y_commands not working.

Hello.

Seems like there is one more issue.

In y_commands method Command_SetDeniedReturn() is not working.

Trunk version.

#include <YSI\y_commands>

public OnPlayerConnect (playerid) {

    Command_SetDeniedReturn(false);

    return 1;
}

error 017: undefined symbol "Command_SetDeniedReturn"

y_hooks calling convention

@Y-Less

Let's take a look at this example code

#include <a_samp>
#define _inc_a_samp
// #define _DEBUG 7
#include <YSI\y_hooks>

DEFINE_HOOK_REPLACEMENT(Replacement, Rpl);

main () {
    MyCustomReplacement();
}

forward MyCustomReplacement();
public MyCustomReplacement()
{
    printf("Hello from custom replacement");

    return 1;
}

hook MyCustomRpl()
{
    printf("Hello from custom replacement HOOK!");
    return 1;
}

Pcode

CODE 0  ; 2df08
    proc    ; main
    ; line 8
    break   ; 2df0c
    ; line 9
    break   ; 2df10
    push.c 0
    call .MyCustomReplacement
    ;$exp
    zero.pri
    retn

    proc    ; MyCustomReplacement

How I think it works: y_hooks creates a new function containing the whole hookchain, and rewrites the address in publics table to point to that new function. So, calling the original function should call the new one instead. However unless the function is called via CallLocalFunction, it won't work. The question is: Is that because CLF uses publics table, and "normal" function calls are set in stone during compile time?

I thought I knew how functions are called, but I'm baffled.
I'm asking because of Pottus/Texture-Studio#7 and to know more.

Bonus question: are ALS hooks compatible with y_hooks?

y_commands: emit code that randomly crashes sometimes

Commands randomly crash and I couldn't re-produce it; all I could do is catch where it actually crashes:

Code and y_debug result

http://gist.github.com/KHKKhalid/c519a0eb34235430dfda - it crashes while executing this emit code in file: YSI_Visual\y_commands.inc\impl.inc

foreign Command_ReProcess(p,string:c[],h);

global Command_ReProcess(p,string:c[],h)

Notes

  • I'm using command permission features with groups as well
  • The most used command in my gamemode is /v (i.e /v nrg or /v sultan) and it seems to be the one that crashing (dunno though, one of the players told me that it randomly crashed with other commands too).
  • My includes
#include <a_samp>           // Most samp functions (e.g. GetPlayerHealth and etc)

#undef MAX_PLAYERS
#define MAX_PLAYERS             40
// Libraries
#include <geolocation>      // Shows player country based on IP
#include <strlib>           // String functions by Slice
#include <progress2>        // Player Progress Bar functions
#include <globalprogressbar>// Global Progress Bar functions
#include <profiler>         // Script profiler
#include <sampac>           // THE MIGHTY NEW ANTICHEAT
// YSI Libraries (updated)
#define     _DEBUG          (7)     // y_debug debug level
#include <YSI_inc\YSI\y_iterate>    // foreach and iterators
#include <YSI_inc\YSI\y_stringhash> // better than strcmp in comparing strings (not recommended for long ones though)
#include <YSI_inc\YSI\y_commands>
#include <YSI_inc\YSI\y_groups>
#include <YSI_inc\YSI\y_debug>

// then my server modules inclusion comes here

y_iterate counting extension?

Hey guys i have been making mini game for my server and i came to need a bit of "counting" items in foreach. I have ChasePlayer iterator, its for players but it can contain maximum of 16 players (mini game slots limit). Now i have 16 spawn points in array and i just want to read them in order i loop players.

new count = 0;
foreach(new chaseplayer : ChasePlayers)
{
//SetPlayerPos(chaseplayer, SpawnPosX[count], ... (Something like these)
count++;
}

In php i could use foreach(ChasePlayers as chaseplayer => count)
So why not extend our foreach to be able to use these style with counting? I could (and probably will) create some dirty define to use it in that fashion but i guess a suggestion here doesnt hurt ether.

OnMasterSystemClose is not being called

OnMasterSystemClose is not being called when FS exits.
Also, this:
new
id2 = funcidx(cmdname);
if (id2 == -1)
{
P:W("Command marked EXCLUSIVE, but doesn't exist");
Command_Remove(i);
continue;
}
ignores the fact alt named commands don't have theire own function, deleting them.

Ysi 4.0(y_reading)

Ysi has a file reading problem,when i type the password it makes me login even if I type a wrong password

Can't hook OnPlayerEnterDynamicCP

hook OnPlayerEnterDynamicCP(playerid, STREAMER_TAG_CP checkpointid)
{
    SendClientMessage(playerid, -1, "test");
}

is not called.

public OnPlayerEnterDynamicCP(playerid, STREAMER_TAG_CP checkpointid)
{
    SendClientMessage(playerid, -1, "test");
}

Works.

I tried

hook OnPlayerEnterDynCP(playerid, STREAMER_TAG_CP checkpointid)
{
    SendClientMessage(playerid, -1, "test");
}

But it gives *** YSI Fatal Error: Could not write function name in "Hooks_MakePublicPointer".

I tested with OnPlayerPickupDynPickup and it works.

Edit:

Includes order:

#include <streamer>
#include <sscanf2>
#include <a_mysql>
#include <YSI\y_iterate>
#include <YSI\y_hooks>
#include <YSI\y_timers>
#include <YSI\y_commands>
#include <YSI\y_dialog>

Tested with streamer before and after y_hooks.

y_commands OnPlayerCommandPerformed

Hello, im getting this error while compiling:

pawno\include\YSI..\YSI_Visual\y_commands/impl.inc(229) : error 025: function heading differs from prototype
gamemodes\SM/Core/Commands/Main.pwn(9) : error 025: function heading differs from prototype

Code that occur this error:

public OnPlayerCommandPerformed(playerid, cmdtext[], success)
{ 
    if(!success) 
    { 
        new string[128]; 
        format(string, sizeof(string), "{030CDE}[SM] {FF0000}Command %s doesn't exist.", cmdtext);
        SendClientMessage(playerid,-1, string); 
    } 
    return true; 
}

Using zeex compiler (tested with sa-mp's default one and same error occur)

y_itterate

I use y_itterate instead foreach (its better and i have my own items to loop thru)

If you just include y_itterate it will give you warning warning 203: symbol is never used: "Iter_Func@Range"

Searching for fix http://forum.sa-mp.com/showthread.php?t=569563
Fix: YSI_Data/y_foreach/iterators.inc -> add stock in front of iterfunc Range(cur, min, max, step = 1)

Sorry for posting it these way, i would fix it myself and send pull request but im not friendly with git.

YSI Warning: y_malloc, CallLocalFunction, memory corruption.

I finally got T-Studio compiled based on Y-Less's latest comment on the hook replacements problem, but I get the following error in the console:

*** YSI Warning: y_malloc set up via "CallLocalFunction", memory corruption is a remote possibility

Without Y_COMMANDS_NO_IPC, the command doesn't get call correctly

http://forum.sa-mp.com/showthread.php?p=3475795

I had done some speed tests. y_commands uses to be extremely fast when did for the first time until someone told me that commands don't get executed if you try to benchmark y_commands using CallLocalFunction("OnPlayerCommandText","is",0,"/asdasd asd");.

Defining Y_COMMANDS_NO_IPC fixes the problem.

I am not sure if this is a bug or not.

@Y-Less just in case you end up looking at this
Please comment on the validity of the speed tests

I know that it is unfair because y_commands provides many features whereas iZCMD doesn't provide that many features

y_classes error

.....\pawno\include\YSI..\YSI_Visual\y_classes/multiclass.inc(769) : error 017: undefined symbol "Player_InSelection"

That is error you get if you use y_classes (and it is very useful library)
Searching forums i found post Y_Less saying "Classes are not working in YSI 4". So i started searching myself just to patch it so it works for my needs (adding/removing classes after game start).

Found out these: //#include "y_classes/classcontrol" inside YSI_Visual/y_classes.inc, removing comment fixed error but gives one warning (warning 203: symbol is never used: "Class_Spawn")
By fast glance at it i think its actually deprecated function as it is commented everywhere and there is SpawnPlayer under it.

If someone could have a look and fix y_classes properly i would appreciate it.

Hooking a timer causes invalid memory access error

Found accidentally by @Larceny-

#include <a_samp>
#define _inc_a_samp
#define _DEBUG 7
#include <YSI\y_timers>
#include <YSI\y_hooks>

main () {
}

task WTF[200]()
{
    print("Hello");
    return 1;
}

hook WTF()
{
    print("Hello hooked!");
    return 1;
}

Log: https://gist.github.com/Misiur/d3bea962d4230db96812

Preprocessed:

forward Malloc_main();public Malloc_main() {
}

@yT_WTF(g,p);@yT_WTF(g,p){static s=-1;return _Timer_I(# WTF,200,g,s);} WTF();public WTF()
{
    print("Hello");
    return 1;
}

@yH_WTF@003();@yH_WTF@003()
{
    print("Hello hooked!");
    return 1;
}

Prepare release v4.0.0-beta

[Q] Will an array of multi-iterators work together? (Array of iterators + multi-iterators in one piece)

[Originally typed on a comment on y_iterate tutorial.]

I'm unable to test right now (on my tablet, out for the weekend), but I have a question. Will the following work?

#define MAX_OBJECT_GROUPS 5

new Iterator:ObjectGroup[MAX_PLAYERS]<MAX_OBJECT_GROUPS, MAX_OBJECTS>;

public OnGameModeInit()
{
    Iter_Init(ObjectGroup); // Because it is an array of iterators still.
    return 1;
}

public OnPlayerConnect(playerid)
{
    Iter_Add(ObjectGroup[playerid]<1>, 5); //Adds object 5 to players 2nd group of objects.
    return 1;
}

This would allow each player to have his own groups of objects. Each of a player's groups could not contain the same object as one of the player's other groups. Other players would be allowed to have the same object in one of their groups though, and that's perfectly fine for what I need this for.

y_inline loop

For some reason after a few inline functions, we get something like this

[19:53:26] PH called
[19:53:26] Inline_Entry called: LoginHandler:....
[19:53:26] AMX_Write called: 45860748, 2
[19:53:26] AMX_Write called: 45860752, 3018644
[19:53:26] AMX_Write called: 45860756, 372994
[19:53:26] AMX_Write called: 45860764, 46078284
[19:53:26] Inline_Allocator called
[19:53:26] Inline_Main called (1)
[19:53:26] Inline_Main: YSI_g_sCurInlineEntry = 2E0F94
[19:53:26] Inline_Main: YSI_g_sCurInlineLoop = 2E0FDC
[19:53:26] Inline_Main: YSI_g_sCurInlineCode = 2E1034
[19:53:26] Inline_Main: varCount = 0
[19:53:26] Inline_Main: arrCount = 0
[19:53:26] Inline_Main: strCount = 0
[19:53:26] Inline_Main: TYPE 0
[19:53:26] AMX_Write called: -707428, 70761444
[19:53:26] AMX_Write called: 45860760, 3018732
[19:53:26] AMX_Write called: 45860748, 2
[19:53:26] Before LH
[19:53:26] Callback_Get called: LoginHandler�”�ìL
[19:53:26] Malloc_Allocate called: 1462, 10302151, 10302150, 828
[19:53:26] Malloc_Allocate: heap = 63142612
[19:53:26] Callback_Get called: LoginHandler�”�ìL
[19:53:26] Malloc_Allocate called: 1462, 10302151, 10302150, 828
[19:53:26] Malloc_Allocate: heap = 63142612
[19:53:26] Callback_Get called: LoginHandler�”�ìL
[19:53:26] Malloc_Allocate called: 1462, 10302151, 10302150, 828
[19:53:26] Malloc_Allocate: heap = 63142612
[19:53:26] Callback_Get called: LoginHandler�”�ìL
[19:53:26] Malloc_Allocate called: 1462, 10302151, 10302150, 828
[19:53:26] Malloc_Allocate: heap = 63142612
[19:53:26] Callback_Get called: LoginHandler�”�ìL
[19:53:26] Malloc_Allocate called: 1462, 10302151, 10302150, 828
[19:53:26] Malloc_Allocate: heap = 63142612
[19:53:26] Callback_Get called: LoginHandler�”�ìL
[19:53:26] Malloc_Allocate called: 1462, 10302151, 10302150, 828
[19:53:26] Malloc_Allocate: heap = 63142612
[19:53:26] Callback_Get called: LoginHandler�”�ìL
[19:53:26] Malloc_Allocate called: 1462, 10302151, 10302150, 828
[19:53:26] Malloc_Allocate: heap = 63142612
[19:53:26] Callback_Get called: LoginHandler�”�ìL
[19:53:26] Malloc_Allocate called: 1462, 10302151, 10302150, 828
[19:53:26] Malloc_Allocate: heap = 63142612
[19:53:26] Callback_Get called: LoginHandler�”�ìL
[19:53:26] Malloc_Allocate called: 1462, 10302151, 10302150, 828
[19:53:26] Malloc_Allocate: heap = 63142612
[19:53:26] Callback_Get called: LoginHandler�”�ìL
[19:53:26] Malloc_Allocate called: 1462, 10302151, 10302150, 828
[19:53:26] Malloc_Allocate: heap = 63142612
[19:53:26] Callback_Get called: LoginHandler�”�ìL
[19:53:26] Malloc_Allocate called: 1462, 10302151, 10302150, 828
[19:53:26] Malloc_Allocate: heap = 63142612
[19:53:26] Callback_Get called: LoginHandler�”�ìL
[19:53:26] Malloc_Allocate called: 1462, 10302151, 10302150, 828
[19:53:26] Malloc_Allocate: heap = 63142612
[19:53:26] Callback_Get called: LoginHandler�”�ìL
[19:53:26] Malloc_Allocate called: 1462, 10302151, 10302150, 828
[19:53:26] Malloc_Allocate: heap = 63142612
[19:53:26] Callback_Get called: LoginHandler�”�ìL
[19:53:26] Malloc_Allocate called: 1462, 10302151, 10302150, 828
[19:53:26] Malloc_Allocate: heap = 63142612
[19:53:26] Callback_Get called: LoginHandler�”�ìL
[19:53:26] Malloc_Allocate called: 1462, 10302151, 10302150, 828
[19:53:26] Malloc_Allocate: heap = 63142612
[19:53:26] Callback_Get called: LoginHandler�”�ìL
[19:53:26] Malloc_Allocate called: 1462, 10302151, 10302150, 828
[19:53:26] Malloc_Allocate: heap = 63142612
[19:53:26] Callback_Get called: LoginHandler�”�ìL
[19:53:26] Malloc_Allocate called: 1462, 10302151, 10302150, 828
[19:53:26] Malloc_Allocate: heap = 63142612
[19:53:26] Callback_Get called: LoginHandler�”�ìL
[19:53:26] Malloc_Allocate called: 1462, 10302151, 10302150, 828
[19:53:26] Malloc_Allocate: heap = 63142612
[19:53:26] Callback_Get called: LoginHandler�”�ìL
[19:53:26] Malloc_Allocate called: 1462, 10302151, 10302150, 828
[19:53:26] Malloc_Allocate: heap = 63142612
[19:53:26] Callback_Get called: LoginHandler�”�ìL
[19:53:26] Malloc_Allocate called: 1462, 10302151, 10302150, 828
[19:53:26] Malloc_Allocate: heap = 63142612
[19:53:26] Callback_Get called: LoginHandler�”�ìL
[19:53:26] Malloc_Allocate called: 1462, 10302151, 10302150, 828
[19:53:26] Malloc_Allocate: heap = 63142612
^ Times 20
[19:53:27] After LH

Did we run out of heap? Gotta check it out.

Get_Text

Hi,
I have a question for @Y-Less
Function Text_GetText doesn't exist now? Because I have function like InfoBox(playerid, msg[]) and I can use string from y_text. I find this in comments but github search find just this one reference. On google I find only http://prntscr.com/7dirxg from your old tutorial. So there is any alternative? Or something?

Thanks

Recommend Projects

  • React photo React

    A declarative, efficient, and flexible JavaScript library for building user interfaces.

  • Vue.js photo Vue.js

    🖖 Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.

  • Typescript photo Typescript

    TypeScript is a superset of JavaScript that compiles to clean JavaScript output.

  • TensorFlow photo TensorFlow

    An Open Source Machine Learning Framework for Everyone

  • Django photo Django

    The Web framework for perfectionists with deadlines.

  • D3 photo D3

    Bring data to life with SVG, Canvas and HTML. 📊📈🎉

Recommend Topics

  • javascript

    JavaScript (JS) is a lightweight interpreted programming language with first-class functions.

  • web

    Some thing interesting about web. New door for the world.

  • server

    A server is a program made to process requests and deliver data to clients.

  • Machine learning

    Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.

  • Game

    Some thing interesting about game, make everyone happy.

Recommend Org

  • Facebook photo Facebook

    We are working to build community through open source technology. NB: members must have two-factor auth.

  • Microsoft photo Microsoft

    Open source projects and samples from Microsoft.

  • Google photo Google

    Google ❤️ Open Source for everyone.

  • D3 photo D3

    Data-Driven Documents codes.