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https://github.com/VCMP-SqMod/SqMod.git
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Migrated the host module to C++ exceptions as well.
Also enabled the latest C++ revision in the project. Replaced the Random library with the one provided by C++11. Implemented a simple AES256 encryption class. Various other fixes and improvements.
This commit is contained in:
cbp
config/mingw32
external
include
RandomLib
Config.hDiscreteNormal.hppDiscreteNormalAlt.hppExactExponential.hppExactNormal.hppExactPower.hppExponentialDistribution.hppExponentialProb.hppInverseEProb.hppInversePiProb.hppLeadingZeros.hppMPFRExponential.hppMPFRExponentialL.hppMPFRNormal.hppMPFRNormalK.hppMPFRNormalR.hppMPFRRandom.hppMPFRUniform.hppNormalDistribution.hppRandom.hppRandomAlgorithm.hppRandomCanonical.hppRandomEngine.hppRandomMixer.hppRandomNumber.hppRandomPower2.hppRandomSeed.hppRandomSelect.hppRandomType.hppUniformInteger.hpp
aes256.hmaxminddb.hmodules
ini
mmdb
Common.cppCommon.hppDatabase.cppDatabase.hppEntryDataList.cppEntryDataList.hppLookupResult.cppLookupResult.hppModule.cppModule.hppSockAddr.cppSockaddr.hpp
sqlite
shared
source
Base
AABB.cppAABB.hppBuffer.cppBuffer.hppCircle.cppCircle.hppColor3.cppColor3.hppColor4.cppColor4.hppQuaternion.cppQuaternion.hppShared.cppShared.hppSphere.cppSphere.hppVector2.cppVector2.hppVector2i.cppVector2i.hppVector3.cppVector3.hppVector4.cppVector4.hpp
Command.cppCommand.hppCore.cppCore.hppEntity
Blip.cppBlip.hppCheckpoint.cppCheckpoint.hppForcefield.cppForcefield.hppKeybind.cppKeybind.hppObject.cppObject.hppPickup.cppPickup.hppPlayer.cppPlayer.hppSprite.cppSprite.hppTextdraw.cppTextdraw.hppVehicle.cppVehicle.hpp
Exports.cppLibrary
Logger.cppLogger.hppMisc.cppMisc
Register.cppRoutine.cppRoutine.hppSqBase.hpp@ -739,10 +739,9 @@ Object & FindPlayer(Object & by)
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Int32 id = _Func->GetPlayerIDFromName(&str[0]);
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if (VALID_ENTITYEX(id, SQMOD_PLAYER_POOL))
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_Core->GetPlayer(id).mObj;
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}
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break;
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} break;
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default:
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SqThrow("Unsupported search identifier");
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SqThrowF("Unsupported search identifier");
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}
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return NullObject();
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}
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@ -155,14 +155,18 @@ bool EnabledChatTagsByDefault(void)
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// ------------------------------------------------------------------------------------------------
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void CreateExplosion(Int32 world, Int32 type, const Vector3 & pos, CPlayer & source, Uint32 level)
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{
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if (source.Validate())
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_Func->CreateExplosion(world, type, pos.x, pos.y, pos.z, source.GetID(), level);
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// Validate the specified player
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source.Validate();
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// Perform the requested operation
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_Func->CreateExplosion(world, type, pos.x, pos.y, pos.z, source.GetID(), level);
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}
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void CreateExplosionEx(Int32 world, Int32 type, Float32 x, Float32 y, Float32 z, CPlayer & source, Uint32 level)
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{
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if (source.Validate())
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_Func->CreateExplosion(world, type, x, y, z, source.GetID(), level);
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// Validate the specified player
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source.Validate();
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// Perform the requested operation
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_Func->CreateExplosion(world, type, x, y, z, source.GetID(), level);
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}
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// ------------------------------------------------------------------------------------------------
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