Coding info: Difference between revisions
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* DWORD = unsigned long | * DWORD = unsigned long | ||
* FLOAT = float | * FLOAT = float | ||
== Debug Commands == | |||
MTA has some commands which you can use if you're running debug mode | |||
* showsync - show sync data | |||
* foo - debug command for devs | |||
* showwepdata - shows the given player weapon data (nick) | |||
* showtasks - shows the local player tasks (nick) | |||
* showplayer - shows extended player information (nick) | |||
* setmimic - enables player mimics (amount) | |||
* setmimiclag - enables player mimic lag (amount) | |||
* paintballs - enables paintball mode | |||
* breakpoint - inserts breakpoint | |||
* giveweapon - gives the player a weapon (id) | |||
* showrpcs - shows the remote prodecure calls | |||
* showinterpolation - shows information about the interpolation | |||
* watch - enables wpm watch mode | |||
* modules - enables wpm module | |||
* debug - debug function 1 | |||
* debug2 - debug function 2 | |||
* debug3 - debug function 3 | |||
* debug4 - debug function 4 |
Revision as of 17:03, 17 November 2014
Introduction
This page has information which would be useful for anyone who is doing coding for MTA SA. Coding guidelines also has a lot of useful info.
Projects explained
- Client - Core: Typically UI elements like main menu etc and isn't ever unloaded.
- Client - Deathmatch: Where MTA makes all it's functions and events do stuff.
- Client - Game SA: Low level stuff which is mainly function calls to the game so each element will have a game_sa class like Vehicle, Ped, Object etc.
- Client - GUI: It's just wrappers to CEGUI, you need not touch.
- Client - Launch: Is the MTA executable which loads loader, you need not touch.
- Client - Loader: You need not touch the loader either.
- Client - Multiplayer SA: Hooks, code modification and that sort of low level things that lets us work.
- Server - Core: Cazomino05: "I genuinely don't really know why we have server core."
- Server - Dbconmy: Stuff to do with the db* functions, you need not touch.
- Server - Deathmatch: All the server logic and storage classes for elements as well as Lua stuff.
- Server - Launcher: Just an executable to load all the DLLs we need.
- Shared - XML Module: XML module is just tinyxml and some high level wrapper functions for stuff we need.
- Dependencies: Has a load of 3rd party code, modules like sqlite, curl, lua, ehs, etc.
- CEGUI: Crazy Eddie's GUI system is a graphical user interface C++ library.
Simplification of data types
MTA has some type definitions you can use (Can be found in Shared/sdk/SharedUtil.h)
- ulong = unsigned long
- uint = unsigned int
- ushort = unsigned short
- uchar = unsigned char
- uint64 = unsigned long long
- uint32 = unsigned int
- uint16 = unsigned short
- uint8 = unsigned char
- int64 = signed long long
- int32 = signed int
- int16 = signed short
- int8 = signed char
- BYTE = unsigned char
- WORD = unsigned short
- DWORD = unsigned long
- FLOAT = float
Debug Commands
MTA has some commands which you can use if you're running debug mode
- showsync - show sync data
- foo - debug command for devs
- showwepdata - shows the given player weapon data (nick)
- showtasks - shows the local player tasks (nick)
- showplayer - shows extended player information (nick)
- setmimic - enables player mimics (amount)
- setmimiclag - enables player mimic lag (amount)
- paintballs - enables paintball mode
- breakpoint - inserts breakpoint
- giveweapon - gives the player a weapon (id)
- showrpcs - shows the remote prodecure calls
- showinterpolation - shows information about the interpolation
- watch - enables wpm watch mode
- modules - enables wpm module
- debug - debug function 1
- debug2 - debug function 2
- debug3 - debug function 3
- debug4 - debug function 4