Releases: ziggi/FCNPC
Releases · ziggi/FCNPC
FCNPC 1.6.0
Version notes
- Add FCNPC_GetAimingPlayer function
- Add FCNPC_PausePlayingNode and FCNPC_ResumePlayingNode functions
- Add FCNPC_OnWeaponStateChange callback
- #28: Add offset for FCNPC_AimAtPlayer
- Removed node type defines
- Additional parameters for FCNPC_PlayNode (like FCNPC_GoTo function)
- Update citiziens script
Fixes
- Codestyle fixes
- Fix Z for nodes
- Fix last weapon reload
- Fix FCNPC_GetNodeType
New and changed functions
native FCNPC_AimAtPlayer(npcid, playerid, bool:shoot = false, shoot_delay = -1, bool:setangle = true, Float:offset_x = 0.0, Float:offset_y = 0.0, Float:offset_z = 0.0);
native FCNPC_GetAimingPlayer(npcid);
native FCNPC_PlayNode(npcid, nodeid, move_type = MOVE_TYPE_AUTO, Float:speed = MOVE_SPEED_AUTO, bool:UseMapAndreas = false, Float:radius = 0.0, bool:setangle = true);
native FCNPC_PausePlayingNode(npcid);
native FCNPC_ResumePlayingNode(npcid);
New callbacks
forward FCNPC_OnWeaponStateChange(npcid, weapon_state);
FCNPC 1.5.0
Version notes
- CR-MP 0.3.7 support
- Removed health and armour maximum limits
Fixes
- Fix pathid in OnFinishMovePath
- Fix sample scripts
- Fixes for VS 2015 compilation
New functions
native FCNPC_TriggerWeaponShot(npcid, weaponid, hittype, hitid, Float:x, Float:y, Float:z, bool:ishit = true);
New callbacks
forward FCNPC_OnWeaponShot(npcid, weaponid, hittype, hitid, Float:x, Float:y, Float:z);
FCNPC 1.4.2
- Fix memory corruption in playback manager
- Fix foreach iterator initialization for filterscripts
FCNPC 1.4.1
Version notes
- Add foreach iterator FCNPC
Fixes
- Fix FCNPC_GetMovePoint and FCNPC_GetNumberMovePoint functions
- Fix FCNPC_OnFinishMovePath callback
New callbacks
forward FCNPC_OnDestroy(npcid);
FCNPC 1.4.0
Version notes
- Add
bool:update_pos = false
optional parameter to velocity functions (FCNPC_Set/GiveVelocity) return 0
in FCNPC_OnUpdate works same asreturn 0
in OnPlayerUpdate- Optimization for processing loops
- #6: Move path system implemented
- #9: Playback improvements
- #12: Notify of updates
New functions
native FCNPC_LoadPlayingPlayback(file[]);
native FCNPC_UnloadPlayingPlayback(recordid);
native FCNPC_SetPlayingPlaybackPath(npcid, path[]);
native FCNPC_GetPlayingPlaybackPath(npcid, path[], const size = sizeof(path));
native FCNPC_CreateMovePath();
native FCNPC_DestroyMovePath(pathid);
native FCNPC_IsValidMovePath(pathid);
native FCNPC_AddPointToPath(pathid, Float:x, Float:y, Float:z);
native FCNPC_AddPointsToPath(pathid, Float:points[][3], const size = sizeof(points));
native FCNPC_RemovePointFromPath(pathid, pointid);
native FCNPC_IsValidMovePoint(pathid, pointid);
native FCNPC_GetMovePoint(pathid, pointid, &Float:x, &Float:y, &Float:z);
native FCNPC_GetNumberMovePoint(pathid);
native FCNPC_GoByMovePath(npcid, pathid, type = MOVE_TYPE_AUTO, Float:speed = MOVE_SPEED_AUTO, bool:UseMapAndreas = false, Float:radius = 0.0, bool:setangle = true);
Updated functions
native FCNPC_SetVelocity(npcid, Float:x, Float:y, Float:z, bool:update_pos = false);
native FCNPC_GiveVelocity(npcid, Float:x, Float:y, Float:z, bool:update_pos = false);
native FCNPC_StartPlayingPlayback(npcid, file[] = "", recordid = INVALID_RECORD_ID, bool:auto_unload = false);
New callbacks
forward FCNPC_OnFinishMovePath(npcid, pathid);
forward FCNPC_OnFinishMovePathPoint(npcid, pathid, pointid);
New constants
#define INVALID_MOVEPATH_ID (-1)
#define INVALID_RECORD_ID (-1)
FCNPC 1.3.1
Fixes
- Fix NPC origin hit vector
- Fix bodyguard sample script damage
- Fixed correct work without required declared callbacks (but declaration still required for working all callbacks)
FCNPC 1.3.0
Version notes
- Weapon accuracy (#23)
- FCNPC_OnUpdate callback
Fixes
- More player validation checks (less crashes)
- Fix for FCNPC_GetWeaponInfo
New functions
native FCNPC_SetWeaponAccuracy(npcid, weaponid, Float:accuracy);
native Float:FCNPC_GetWeaponAccuracy(npcid, weaponid);
Updated functions
native FCNPC_SetWeaponInfo(npcid, weaponid, reload_time = -1, shoot_time = -1, clip_size = -1, Float:accuracy = 1.0);
native FCNPC_GetWeaponInfo(npcid, weaponid, &reload_time = -1, &shoot_time = -1, &clip_size = -1, &Float:accuracy = 1.0);
native FCNPC_SetWeaponDefaultInfo(weaponid, reload_time = -1, shoot_time = -1, clip_size = -1, Float:accuracy = 1.0);
native FCNPC_GetWeaponDefaultInfo(weaponid, &reload_time = -1, &shoot_time = -1, &clip_size = -1, &Float:accuracy = 1.0);
New callbacks
forward FCNPC_OnUpdate(npcid);
FCNPC 1.2.0
Version notes
- Improve default weapon info (deagle, m4, ak47)
- Add more FCNPC_Give* functions
- Code cleanup
Fixes
- Fix shoot delay updating
- Fix node playing
New functions
native FCNPC_GivePosition(npcid, Float:x, Float:y, Float:z);
native Float:FCNPC_GiveAngle(npcid, Float:angle);
native FCNPC_GiveQuaternion(npcid, Float:w, Float:x, Float:y, Float:z);
native FCNPC_GiveVelocity(npcid, Float:x, Float:y, Float:z);
native Float:FCNPC_GiveHealth(npcid, Float:health);
native Float:FCNPC_GiveArmour(npcid, Float:armour);
native FCNPC_GiveAmmo(npcid, ammo);
native FCNPC_GiveWeaponSkillLevel(npcid, skill, level);
native FCNPC_GiveSurfingOffsets(npcid, Float:x, Float:y, Float:z);
FCNPC 1.1.3
Version notes
- Rewrite Bodyguard sample script
- Optimization
Fixes
- Fixed FCNPC_IsStreamedForAnyone
- Now FCNPC_PutInVehicle works for NPCs who is in vehicle
- Fixed weapon shoot time and delay
- Fixed more compilation warnings
- More validation fixes (less crashes)
New callbacks
forward FCNPC_OnGiveDamage(npcid, issuerid, weaponid, bodypart, Float:health_loss);
FCNPC 1.1.2
- Fixed work with Linux