experimental fix for hud sync issue
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@ -926,6 +926,29 @@ native module_exists(const logtag[]);
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*/
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native next_hudchannel(player);
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/**
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* Creates a HUD Synchronization Object. Create one of these
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* for each section of the screen that contains overlapping HUD messages.
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* For example, if you use both sides of the screen to display three messages
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* that can potentially overlap, each side counts as a synchronizable area.
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* You can then use ShowSyncHudMsg() to correctly synchronize displaying the
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* HUD message with any other messages potentially in its class. Note that this
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* does not yet do anything like reserve screen area, its sole purpose is to be
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* able to wipe an old message on an auto-channel and ensure that it will not
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* clear a message from another plugin.
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* The parameters are kept blank for future use.
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*/
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native CreateHudSyncObj(num=0, ...);
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/**
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* Displays a synchronized HUD message. This will check that your
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* HUD object has its previous display on the screen cleared before
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* it proceeds to write another. It will only do this in the case
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* of that channel not having been cleared already.
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* Target can be 0 for all players or 1-get_maxplayers().
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*/
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native ShowSyncHudMsg(target, syncObj, const fmt[], ...);
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//no
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native int3();
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