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basdon.pwn
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// vim: set filetype=c ts=8 noexpandtab:
// stack/heap size:
// - compiler report says estimated max is 16 cells
// - that does not include heap space needed for vararg calls
// - might not include heap space needed for pass-by-reference parameters
// - on top of that, samp/plugins might push strings, which need heapspace...
// TODO: lower this again (to 512?) when ssocket is added into the plugin
#pragma dynamic 1024
#define export%0\32%1(%2) forward %1(%2);public %1(%2)
#define NATIVE_ENTRY ();native
forward __UNUSED
#include "natives"
#undef _inc_natives
()
#undef NATIVE_ENTRY
export dummies()
{
#define NATIVE_ENTRY
#include "natives"
#undef _inc_natives
}
main()
{
}
export OnDialogResponse(playerid, dialogid, response, listitem, inputtext[])
{
#emit SYSREQ.C B_OnDialogResponse
#emit RETN
}
export OnGameModeInit()
{
#emit SYSREQ.C B_OnGameModeInit
#emit RETN
}
export OnGameModeExit()
{
#emit SYSREQ.C B_OnGameModeExit
#emit RETN
}
export OnIncomingConnection(playerid, ip_address[], port)
{
#emit SYSREQ.C B_OnIncomingConnection
#emit RETN
}
export OnPlayerCommandText(playerid, cmdtext[])
{
#emit SYSREQ.C B_OnPlayerCommandText
#emit RETN
}
export OnPlayerConnect(playerid)
{
#emit SYSREQ.C B_OnPlayerConnect
#emit RETN
}
export OnPlayerDeath(playerid, killerid, reason)
{
#emit SYSREQ.C B_OnPlayerDeath
#emit RETN
}
export OnPlayerDisconnect(playerid, reason)
{
#emit SYSREQ.C B_OnPlayerDisconnect
#emit RETN
}
export OnPlayerEnterRaceCheckpoint(playerid)
{
#emit SYSREQ.C B_OnPlayerEnterRaceCP
#emit RETN
}
export OnPlayerEnterVehicle(playerid, vehicleid, ispassenger)
{
#emit SYSREQ.C B_OnPlayerEnterVehicle
#emit RETN
}
export OnPlayerKeyStateChange(playerid, newkeys, oldkeys)
{
#emit SYSREQ.C B_OnPlayerKeyStateChange
#emit RETN
}
export OnPlayerRequestClass(playerid, classid)
{
#emit SYSREQ.C B_OnPlayerRequestClass
#emit RETN
}
export OnPlayerRequestSpawn(playerid)
{
#emit SYSREQ.C B_OnPlayerRequestSpawn
#emit RETN
}
export OnPlayerSpawn(playerid)
{
#emit SYSREQ.C B_OnPlayerSpawn
#emit RETN
}
export OnPlayerStateChange(playerid, newstate, oldstate)
{
#emit SYSREQ.C B_OnPlayerStateChange
#emit RETN
}
export OnPlayerText(playerid, text[])
{
#emit SYSREQ.C B_OnPlayerText
#emit RETN
}
export OnPlayerUpdate(playerid)
{
#emit SYSREQ.C B_OnPlayerUpdate
#emit RETN
}
export OnVehicleSpawn(vehicleid)
{
#emit SYSREQ.C B_OnVehicleSpawn
#emit RETN
}
export OnVehicleStreamIn(vehicleid, forplayerid)
{
#emit SYSREQ.C B_OnVehicleStreamIn
#emit RETN
}
export OnVehicleStreamOut(vehicleid, forplayerid)
{
#emit SYSREQ.C B_OnVehicleStreamOut
#emit RETN
}
export SSocket_OnRecv(ssocket:handle, data[], len)
{
#emit SYSREQ.C B_OnRecv
#emit RETN
}
export OnQueryError(errorid, error[], callback[], query[], connectionHandle)
{
#emit SYSREQ.C B_OnQueryError
#emit RETN
}
export MM(function, data)
{
#emit SYSREQ.C B_OnCallbackHit
#emit RETN
}