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Показаны результаты для тегов 'расширение'.
Найдено: 8 результатов
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- расширение
- sourcemod
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(и ещё 2 )
C тегом:
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- дополнение
- extension
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(и ещё 3 )
C тегом:
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- extension
- расширение
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Версия 1.0.2.0
1 раз скачали
Расширение для Sourcemod плагинов, позволяющее загружать игрокам файлы с сервера, даже когда они уже подключились. Например, это расширение использует плагин: Настройки/переменные: latedl_minimalbandwidth 64 - Кикает игрока, если пропускная способность его интернета ниже указанного значения (в кбит/с). Поставьте 0 - чтобы отключить эту функцию. latedl_maximaldelay 500 - Допустимая задержка при отправке файлов (в мс) latedl_requireupload 1 - Кикать игроков у которых переменная sv_allowupload 0. Поставьте 0 - чтобы отключить эту функцию. Для разработчиков, пример кода в действии: #pragma semicolon 1 #pragma newdecls required #include <sourcemod> #include <latedl> public Plugin myinfo = { name = "My First Plugin", author = "Me", description = "My first plugin ever", version = "1.0", url = "https://www.ezgh.ru/" }; public void OnPluginStart() { RegAdminCmd("testdl", Command_TestDL, ADMFLAG_SLAY); } public void OnDownloadSuccess(int iClient, char[] filename) { if (iClient > 0) return; PrintToServer("All players successfully downloaded file '%s'!", filename); } public Action Command_TestDL(int client, int args) { //create arbitrary file int time = GetTime(); char tstr[64]; FormatEx(tstr, 64, "%d.txt", time); File file = OpenFile(tstr, "wt", true, NULL_STRING); WriteFileString(file, tstr, false); CloseHandle(file); //send AddLateDownload(tstr); return Plugin_Handled; }Бесплатный-
- расширение
- extension
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C тегом:
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Версия 3.3.2
2 раза скачали
Расширение для некоторых Sourcemod плагинов, которым оно необходимо. Например, как этот плагин: Вкратце, расширение позволяет плагинам отправлять HTTP, HTTPS и FTP запросы. Для разработчиков: Примеры работы с расширением вы найдете в архиве, в файлах system2_http.sp и system2_test.spБесплатный-
- плагин
- расширение
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(и ещё 2 )
C тегом:
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- расширение
- extension
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(и ещё 2 )
C тегом:
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Версия 0.20.2
89 раз скачали
Дополнение для Sourcemod. Необходимо для работы некоторых плагинов (например, плагина Граффити в CS:GO - eSprays). Для корректной работы необходимо установить расширение из вкладки Требуемое. Информация для разработчиков: Natives enum WearRemap { Min, Max }; native int eItems_GetWeaponCount(); native int eItems_GetPaintsCount(); native int eItems_GetGlovesCount(); native int eItems_GetMusicKitsCount(); native int eItems_GetPinsCount(); native int eItems_GetCoinsCount(); native int eItems_GetCoinsSetsCount(); native int eItems_GetStickersCount(); native int eItems_GetStickersSetsCount(); native int eItems_GetAgentsCount(); native int eItems_GetPatchesCount(); native int eItems_GetCratesCount(); native int eItems_GetSpraysCount(); native int eItems_GetSpraysSetsCount(); native bool eItems_AreItemsSynced(); native bool eItems_AreItemsSyncing(); native bool eItems_ReSync(); forward void eItems_OnItemsSynced(); forward void eItems_OnWeaponGiven(const int client, const int iWeapon, const char[] szClassName, const int iWeaponDefIndex, const int iSlot, const bool Skinnable, const bool Knife); /* Weapons */ /* Generic */ native int eItems_GetWeaponNumByDefIndex(int iDefIndex); native int eItems_GetWeaponNumByClassName(const char[] szClassName); native int eItems_GetWeaponNumByWeapon(int iWeapon); native int eItems_GetWeaponDefIndexByWeaponNum(int iWeaponNum); native int eItems_GetWeaponDefIndexByClassName(const char[] szClassName); native int eItems_GetWeaponDefIndexByWeapon(int iWeapon); native bool eItems_IsDefIndexKnife(int iDefIndex); native int eItems_GetActiveWeaponNum(int client); native int eItems_GetActiveWeaponDefIndex(int client); native int eItems_GetActiveWeapon(int client); native int eItems_GetActiveWeaponClassName(int client, char[] szBuffer, int iLength); native int eItems_GetInSlotWeaponNum(int client, int iSlot); native int eItems_GetInSlotWeaponDefIndex(int client, int iSlot); native int eItems_GetInSlotWeapon(int client, int iSlot); native int eItems_GetInSlotWeaponClassName(int client, int iSlot, char[] szBuffer, int iLength); native bool eItems_IsSkinnableDefIndex(int iDefIndex); native int eItems_FindWeaponByWeaponNum(int client, int iWeaponNum); native int eItems_FindWeaponByDefIndex(int client, int iDefIndex); native int eItems_FindWeaponByClassName(int client, const char[] szClassName); native bool eItems_RefillClipAmmo(int iWeapon); native bool eItems_RefillReserveAmmo(int iWeapon); native bool eItems_IsValidWeapon(int iWeapon); native int eItems_GiveWeapon(int client, const char[] szClassName, int iReserveAmmo = -1, int iClipAmmo = -1, int iSwitchTo = -1, bool bSwitchAnimation = true); native bool eItems_RemoveKnife(int client); native bool eItems_RemoveWeapon(int client, int iWeapon); native int eItems_RespawnWeapon(int client, int iWeapon, bool bSwitchAnimation = true); native int eItems_RespawnWeaponBySlot(int client, int iWeaponSlot); native int eItems_RemoveAllWeapons(int client, int iSkipSlot = -1); native bool eItems_SetWeaponAmmo(int iWeapon, int iReserveAmmo = -1, int iClipAmmo = -1); native bool eItems_SetAllWeaponsAmmoByClassName(const char[] szClassName, int iReserveAmmo = -1, int iClipAmmo = -1); native bool eItems_SetAllWeaponsAmmo(int iReserveAmmo = -1, int iClipAmmo = -1); native bool eItems_SetActiveWeapon(int client, int iWeapon); native bool eItems_DropWeapon(int client, int iWeapon); native bool eItems_HasRareInspectByDefIndex(int iWeaponDefIndex); native bool eItems_HasRareDrawByDefIndex(int iWeaponDefIndex); native int eItems_GetRareInspectSequenceByDefIndex(int iWeaponDefIndex); native int eItems_GetRareDrawSequenceByDefIndex(int iWeaponDefIndex); /* ClassNames */ native bool eItems_GetWeaponClassNameByWeaponNum(int iWeaponNum, char[] szBuffer, int iLength); native bool eItems_GetWeaponClassNameByDefIndex(int iDefIndex, char[] szBuffer, int iLength); native bool eItems_GetWeaponClassNameByWeapon(int iWeapon, char[] szBuffer, int iLength); /* DisplayNames */ native bool eItems_GetWeaponDisplayNameByWeaponNum(int iWeaponNum, char[] szBuffer, int iLength); native bool eItems_GetWeaponDisplayNameByDefIndex(int iDefIndex, char[] szBuffer, int iLength); native bool eItems_GetWeaponDisplayNameByWeapon(int iWeapon, char[] szBuffer, int iLength); native bool eItems_GetWeaponDisplayNameByClassName(const char[] szClassName, char[] szBuffer, int iLength); /* ViewModel */ native bool eItems_GetWeaponViewModelByWeaponNum(int iWeaponNum, char[] szBuffer, int iLength); native bool eItems_GetWeaponViewModelByDefIndex(int iDefIndex, char[] szBuffer, int iLength); native bool eItems_GetWeaponViewModelByWeapon(int iWeapon, char[] szBuffer, int iLength); native bool eItems_GetWeaponViewModelByClassName(const char[] szClassName, char[] szBuffer, int iLength); /* WorldModel */ native bool eItems_GetWeaponWorldModelByWeaponNum(int iWeaponNum, char[] szBuffer, int iLength); native bool eItems_GetWeaponWorldModelByDefIndex(int iDefIndex, char[] szBuffer, int iLength); native bool eItems_GetWeaponWorldModelByWeapon(int iWeapon, char[] szBuffer, int iLength); native bool eItems_GetWeaponWorldModelByClassName(const char[] szClassName, char[] szBuffer, int iLength); /* Slot */ native int eItems_GetWeaponSlotByWeaponNum(int iWeaponNum); native int eItems_GetWeaponSlotByDefIndex(int iDefIndex); native int eItems_GetWeaponSlotByWeapon(int iWeapon); native int eItems_GetWeaponSlotByClassName(const char[] szClassName); /* Team */ native int eItems_GetWeaponTeamByWeaponNum(int iWeaponNum); native int eItems_GetWeaponTeamByDefIndex(int iDefIndex); native int eItems_GetWeaponTeamByWeapon(int iWeapon); native int eItems_GetWeaponTeamByClassName(const char[] szClassName); /* Clip Ammo */ native int eItems_GetWeaponClipAmmoByWeaponNum(int iWeaponNum); native int eItems_GetWeaponClipAmmoByDefIndex(int iDefIndex); native int eItems_GetWeaponClipAmmoByWeapon(int iWeapon); native int eItems_GetWeaponClipAmmoByClassName(const char[] szClassName); /* Reserve Ammo */ native int eItems_GetWeaponReserveAmmoByWeaponNum(int iWeaponNum); native int eItems_GetWeaponReserveAmmoByDefIndex(int iDefIndex); native int eItems_GetWeaponReserveAmmoByWeapon(int iWeapon); native int eItems_GetWeaponReserveAmmoByClassName(const char[] szClassName); /* Price */ native int eItems_GetWeaponPriceByWeaponNum(int iWeaponNum); native int eItems_GetWeaponPriceByDefIndex(int iDefIndex); native int eItems_GetWeaponPriceByWeapon(int iWeapon); native int eItems_GetWeaponPriceByClassName(const char[] szClassName); /* Max Player Speed */ native int eItems_GetWeaponMaxPlayerSpeedByWeaponNum(int iWeaponNum); native int eItems_GetWeaponMaxPlayerSpeedByDefIndex(int iDefIndex); native int eItems_GetWeaponMaxPlayerSpeedByWeapon(int iWeapon); native int eItems_GetWeaponMaxPlayerSpeedByClassName(const char[] szClassName); /* Damage */ native int eItems_GetWeaponDamageByWeaponNum(int iWeaponNum); native int eItems_GetWeaponDamageByDefIndex(int iDefIndex); native int eItems_GetWeaponDamageByWeapon(int iWeapon); native int eItems_GetWeaponDamageByClassName(const char[] szClassName); /* Full Auto */ native bool eItems_IsWeaponFullAutoByWeaponNum(int iWeaponNum); native bool eItems_IsWeaponFullAutoByDefIndex(int iDefIndex); native bool eItems_IsWeaponFullAutoByWeapon(int iWeapon); native bool eItems_IsWeaponFullAutoByClassName(const char[] szClassName); /* Spread */ native float eItems_GetWeaponSpreadByWeaponNum(int iWeaponNum); native float eItems_GetWeaponSpreadByDefIndex(int iDefIndex); native float eItems_GetWeaponSpreadByWeapon(int iWeapon); native float eItems_GetWeaponSpreadByClassName(const char[] szClassName); /* Cycle Time */ native float eItems_GetWeaponCycleTimeByWeaponNum(int iWeaponNum); native float eItems_GetWeaponCycleTimeByDefIndex(int iDefIndex); native float eItems_GetWeaponCycleTimeByWeapon(int iWeapon); native float eItems_GetWeaponCycleTimeByClassName(const char[] szClassName); /* Stickers Slots */ native int eItems_GetWeaponStickersSlotsByWeaponNum(int iWeaponNum); native int eItems_GetWeaponStickersSlotsByDefIndex(int iDefIndex); native int eItems_GetWeaponStickersSlotsByWeapon(int iWeapon); /* Skins */ native bool eItems_IsSkinNumGloveApplicable(int iSkinNum); native int eItems_GetSkinNumByDefIndex(int iDefIndex); native int eItems_GetSkinDefIndexBySkinNum(int iSkinNum); native bool eItems_GetSkinDisplayNameByDefIndex(int iDefIndex, char[] szBuffer, int iLength); native bool eItems_GetSkinDisplayNameBySkinNum(int iSkinNum, char[] szBuffer, int iLength); native bool eItems_IsNativeSkin(int iSkinNum, int iItemNum, int iItemType); native bool eItems_IsNativeSkinByDefIndex(int iSkinDefIndex, int iItemDefIndex, int iItemType); native int eItems_GetSkinRarity(int iDefIndex); native int eItems_GetSkinRarityName(int iDefIndex, char[] szBuffer, int iLength); native float eItems_GetSkinWearRemapByDefIndex(int iDefIndex, WearRemap remap); native float eItems_GetSkinWearRemapBySkinNum(int iSkinNum, WearRemap remap); /* Gloves */ native int eItems_GetGlovesNumByDefIndex(int iDefIndex); native int eItems_GetGlovesDefIndexByGlovesNum(int iGlovesNum); native bool eItems_GetGlovesDisplayNameByDefIndex(int iDefIndex, char[] szBuffer, int iLength); native bool eItems_GetGlovesDisplayNameByGlovesNum(int iGlovesNum, char[] szBuffer, int iLength); native bool eItems_GetGlovesViewModelByGlovesNum(int iGlovesNum, char[] szBuffer, int iLength); native bool eItems_GetGlovesViewModelByDefIndex(int iDefIndex, char[] szBuffer, int iLength); native bool eItems_GetGlovesWorldModelByGlovesNum(int iGlovesNum, char[] szBuffer, int iLength); native bool eItems_GetGlovesWorldModelByDefIndex(int iDefIndex, char[] szBuffer, int iLength); native int eItems_GetGlovesNumBySkinNum(int iSkinNum); /* MusicKits */ native int eItems_GetMusicKitNumByDefIndex(int iDefIndex); native int eItems_GetMusicKitDefIndexByMusicKitNum(int iMusicKitNum); native bool eItems_GetMusicKitDisplayNameByDefIndex(int iDefIndex, char[] szBuffer, int iLength); native bool eItems_GetMusicKitDisplayNameByMusicKitNum(int iMusicKitNum, char[] szBuffer, int iLength); /* Pins */ native int eItems_GetPinNumByDefIndex(int iDefIndex); native int eItems_GetPinDefIndexByPinNum(int iPinNum); native bool eItems_GetPinDisplayNameByDefIndex(int iDefIndex, char[] szBuffer, int iLength); native bool eItems_GetPinDisplayNameByPinNum(int iPinNum, char[] szBuffer, int iLength); /* Coins */ native int eItems_GetCoinSetIdByCoinSetNum(int iCoinSetNum); native int eItems_GetCoinSetNumByCoinSetId(int iCoinSetId); native bool eItems_GetCoinSetDisplayNameByCoinSetId(int iCoinSetId, char[] szBuffer, int iLength); native bool eItems_GetCoinSetDisplayNameByCoinSetNum(int iCoinSetNum, char[] szBuffer, int iLength); native int eItems_GetCoinDefIndexByCoinNum(int iCoinNum); native int eItems_GetCoinNumByDefIndex(int iDefIndex); native bool eItems_GetCoinDisplayNameByCoinNum(int iCoinNum, char[] szBuffer, int iLength); native bool eItems_GetCoinDisplayNameByDefIndex(int iDefIndex, char[] szBuffer, int iLength); native bool eItems_IsCoinInSet(int iCoinNum, int iCoinSetId); /* Stickers */ native int eItems_GetStickerSetIdByStickerSetNum(int iStickerSetNum); native int eItems_GetStickerSetNumByStickerSetId(int iStickerSetId); native bool eItems_GetStickerSetDisplayNameByStickerSetId(int iStickerSetId, char[] szBuffer, int iLength); native bool eItems_GetStickerSetDisplayNameByStickerSetNum(int iStickerSetNum, char[] szBuffer, int iLength); native int eItems_GetStickerDefIndexByStickerNum(int iStickerNum); native int eItems_GetStickerNumByDefIndex(int iDefIndex); native bool eItems_GetStickerDisplayNameByStickerNum(int iStickerNum, char[] szBuffer, int iLength); native bool eItems_GetStickerDisplayNameByDefIndex(int iDefIndex, char[] szBuffer, int iLength); native bool eItems_IsStickerInSet(int iStickerSetNum, int iStickerNum); /* Agents */ native int eItems_GetAgentNumByDefIndex(int iDefIndex); native int eItems_GetAgentDefIndexByAgentNum(int iAgentNum); native bool eItems_GetAgentDisplayNameByDefIndex(int iDefIndex, char[] szBuffer, int iLength); native bool eItems_GetAgentDisplayNameByAgentNum(int iAgentNum, char[] szBuffer, int iLength); native bool eItems_GetAgentPlayerModelByDefIndex(int iDefIndex, char[] szBuffer, int iLength); native bool eItems_GetAgentPlayerModelByAgentNum(int iAgentNum, char[] szBuffer, int iLength); native int eItems_GetAgentTeamByDefIndex(int iDefIndex); native int eItems_GetAgentTeamByAgentNum(int iAgentNum); native bool eItems_GetAgentVOPrefixByDefIndex(int iDefIndex, char[] szBuffer, int iLength); // szBuffer wil be blank if agent has no vo_prefix defined native bool eItems_GetAgentVOPrefixByAgentNum(int iAgentNum, char[] szBuffer, int iLength); // szBuffer wil be blank if agent has no vo_prefix defined /* Patches */ native int eItems_GetPatchNumByDefIndex(int iDefIndex); native int eItems_GetPatchDefIndexByPatchNum(int iPatchNum); native bool eItems_GetPatchDisplayNameByDefIndex(int iDefIndex, char[] szBuffer, int iLength); native bool eItems_GetPatchDisplayNameByPatchNum(int iPatchNum, char[] szBuffer, int iLength); /* Crates */ native int eItems_GetCrateNumByDefIndex(int iDefIndex); native int eItems_GetCrateDefIndexByCrateNum(int iCrateNum); native bool eItems_GetCrateDisplayNameByDefIndex(int iDefIndex, char[] szBuffer, int iLength); native bool eItems_GetCrateDisplayNameByCrateNum(int iCrateNum, char[] szBuffer, int iLength); native bool eItems_GetCrateWorldModelByDefIndex(int iDefIndex, char[] szBuffer, int iLength); native bool eItems_GetCrateWorldModelByCrateNum(int iCrateNum, char[] szBuffer, int iLength); native int eItems_GetCrateItemsCountByDefIndex(int iDefIndex); native int eItems_GetCrateItemsCountByCrateNum(int iCrateNum); native bool eItems_GetCrateItemByDefIndex(int iDefIndex, int CrateItemNum, any[] StructDefinition, int iLength); native bool eItems_GetCrateItemByCrateNum(int iCrateNum, int CrateItemNum, any[] StructDefinition, int iLength); enum struct eItems_CrateItem { int WeaponDefIndex; int SkinDefIndex; } /* Sprays */ native int eItems_GetSpraySetIdBySpraySetNum(int iSpraySetNum); native int eItems_GetSpraySetNumBySpraySetId(int iSpraySetId); native bool eItems_GetSpraySetDisplayNameBySpraySetId(int iSpraySetId, char[] szBuffer, int iLength); native bool eItems_GetSpraySetDisplayNameBySpraySetNum(int iSpraySetNum, char[] szBuffer, int iLength); native int eItems_GetSprayNumByDefIndex(int iDefIndex); native int eItems_GetSprayDefIndexBySprayNum(int iSprayNum); native bool eItems_GetSprayDisplayNameByDefIndex(int iDefIndex, char[] szBuffer, int iLength); native bool eItems_GetSprayDisplayNameBySprayNum(int iSprayNum, char[] szBuffer, int iLength); native bool eItems_GetSprayMaterialPathByDefIndex(int iDefIndex, char[] szBuffer, int iLength); native bool eItems_GetSprayMaterialPathBySprayNum(int iSprayNum, char[] szBuffer, int iLength); native bool eItems_IsSprayInSet(int iSpraySetNum, int iSprayNum);Бесплатный-
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C тегом:
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Версия 1.3
56 раз скачали
Расширение/дополнение для плагинов Sourcemod. При скачивании есть версии для трех ОС: Windows, Linux и Mac. Выбирайте ту, на которой работает ваш игровой сервер. Информация для разработчиков: HTTP natives https://github.com/ErikMinekus/sm-ripext/blob/main/pawn/scripting/include/ripext/http.inc JSON natives https://github.com/ErikMinekus/sm-ripext/blob/main/pawn/scripting/include/ripext/json.inc Исходный Код: https://github.com/ErikMinekus/sm-ripextБесплатный