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/******************************************************************************************************* Command Generator by ~Cueball~ A Guide For The Community Change The Following Five Defines To Configure The Script To Your Needs Read readme.html For Information ******************************************************************************************************/ #define PrintInConsole 1 // 1 = Send a '[generator]' message to the console when a command is successfully generated. #define SaveCommands 1 // 1 = Allow generated commands to be used immediately in the same session. #define SendAdminMessage 1 // 1 = Send a message to all logged-in RCON admins when a command is successfully generated. #define SendAnnounceMessage 1 // 1 = Send a message to every connected player with information about how to use the command. #define SendTeleMessage 1 // 1 = Send a message stating the name of the command and its creator to the player when the command is used. #define VehicleTele 1 // 1 = Allow vehicle teleports to be saved to a file, as well as used in saved commands. #define COLOUR_COMMAND 0x33CCFFAA // The colour to send announcement messages in if 'SendAnnounceMessage' is defined as 1. //****************************************************************************************************** #include <a_samp> // Necessary include which holds all of SA-MP's native functions. #define FILTERSCRIPT // This is a filterscript, so we define it as one. #if defined FILTERSCRIPT // If we have defined 'FILTERSCRIPT', do all the code until the first '#endif'. //****************************************************************************************************** new File:GenCmds, // Create a global file handle variable, so that we don't create alot of local variables which do the same thing. CurrentCommand, // Create a global variable (integer), which holds the current command count. string[500]; // Create a global variable (string), with a maximum length of 500 characters. Saves memory instead of creating strings after every '/cgen'. //****************************************************************************************************** // ARRAY CREATION - MAIN //****************************************************************************************************** #define MAX_COMMANDS 150 // The maximum amount of commands that can be used at one time. KEEP AROUND THIS VALUE TO SAVE MEMORY. #define MAX_COMMAND_NAME 15 // The maximum command name length you want your commands to be. '/cgen hello' = Command length of 5 characters. enum COMMAND_MAIN { // Enumerating 'COMMAND_MAIN'. NAME[MAX_COMMAND_NAME], // A string with a maximum length of MAX_COMMAND_NAME characters. CREATOR[MAX_PLAYER_NAME], // A string with a maximum length of MAX_PLAYER_NAME (24) characters. Float:POS[4], // 4 floats with a single name: 'POS'. INTERIOR // An integer. } new gCommands[MAX_COMMANDS][COMMAND_MAIN]; // Creating a global variable with MAX_COMMANDS ammount of cells, and each set of cells holding our 'COMMAND_MAIN' enumeration. //****************************************************************************************************** // ARRAY CREATION - INVALID NAMES //****************************************************************************************************** #define MAX_INVALID_COMMANDS 21 // The amount of invalid command names you have. Must be an exact value, or else you will recieve errors. #define MAX_INVALID_NAME 9 // The maximum invalid command name length you have. Remember to add an extra value for the trailing 0. 'cmd' = 3 + 1. new gInvalidCommands[MAX_INVALID_COMMANDS][MAX_INVALID_NAME] = { // Add all your invalid command names here (but remember to change the value of 'MAX_INVALID_COMMANDS' when you are finished. "rules", "commands", "cmds", "cmd", "register", "login", "logout", "signup", "signin", "signout", "admins", "kick", "ban", "wire", "unwire", "mute", "unmute", "explode", "goto", "gethere", "tele" }; //****************************************************************************************************** // CALLBACKS //****************************************************************************************************** public OnFilterScriptInit() { print("\n****************************************"); // Give credit to the creator of the script. print("* Command_Generator by ~Cueball~ *"); print("****************************************\n"); if(!fexist("Generated_Commands.txt")) // Check if 'Generated_Commands.txt' exists in the 'scriptfiles' folder. If it doesn't, do the following: { GenCmds = fopen("Generated_Commands.txt", io_append); // Create the file 'Generated_Commands.txt' with the filemode being 'io_append'. We store the variable returned by the function into our 'GenCmds' global variable, as we will use this as a file handle. fclose(GenCmds); // Close the file handle 'GenCmds'. This will successfully close 'Generated_Commands.txt', which will stop our server from crashing. } return 1; // Return 1 to the server, which will allow information to be processed after this script has been looped through. } #endif //****************************************************************************************************** public OnPlayerConnect(playerid) return SendClientMessage(playerid, 0x33CCFFAA, "Running Command_Generator Script by ~Cueball~ || To get started type \'/cgen\' at your wanted location."); // Let the player know that the script is running, and tell them how to save a command. //****************************************************************************************************** public OnPlayerCommandText(playerid, cmdtext[]) { if(strcmp (cmdtext, "/cgen", true, 5) == 0) // '/cgen'. { if (strlen(cmdtext) < 7 || cmdtext[6] == '/') // If the player's command name wasn't given, or if they tried to do (FOR EXAMPLE): '/cgen /chiliad', tell them how to use the command correctly. return SendClientMessage(playerid, 0xFF9900AA, "USAGE: /cgen [teleport/command name] (DO NOT INCLUDE THE '/'!)"); if(strlen(cmdtext) > (MAX_COMMAND_NAME + 6)) // If their command name is too long, tell them that they have made a mistake. return SendClientMessage(playerid, 0xFF9900AA, "ERROR: You're command name is too long!"); format(string, MAX_COMMAND_NAME, "%s", cmdtext[6]); // Formatting 'string' to hold their command name, so that we can successfully compare strings later. if(strcmp(string, "help", true, 4) == 0) // '/cgen help'. { SendClientMessage(playerid, 0x33CCFFAA, "Command Generator Help by ~Cueball~"); // Show helpful information about Command Generator SendClientMessage(playerid, 0xFF9900AA, "Go to a location and type \'/cgen [command name]\'. The command will be sent to the server owner."); SendClientMessage(playerid, 0xFF9900AA, "If enabled by the server, you can then type \'/[command name]\',"); SendClientMessage(playerid, 0xFF9900AA, "where \'[command name]\' is the name of a previously generated command."); SendClientMessage(playerid, 0x33CCFFAA, "PLEASE NOTE: Do not try to generate any frequently used command names such as \'/help\'."); return SendClientMessage(playerid, 0x33CCFFAA, "Administrators keep constant watch over generated commands, so it is unwise to flood the system."); } for(new i = 0; i < MAX_COMMANDS; i++) // A for loop which runs a maximum of MAX_COMMANDS - 1 times. if(gCommands[i][NAME][0] != '\0' && strcmp(string, gCommands[i][NAME], true, strlen(gCommands[i][NAME])) == 0) // If the current cell of 'gCommands[*][NAME][0]' is not empty AND it is the same as the command name the player supplied (if that command name is already in use), tell them that they must use a different command name. return SendClientMessage(playerid, 0xFF9900AA, "ERROR: Somebody has already generated a command with that name! Please use a different one."); for(new i = 0; i < MAX_INVALID_COMMANDS; i++) // A for loop which runs a maximum of MAX_INVALID_COMMANDS - 1 times. if(strcmp(string, gInvalidCommands[i], true, strlen(gInvalidCommands[i])) == 0) // If the command name that the player supplied is the same as one in our 'gInvalidCommands' array, tell them that that command name is disabled. return SendClientMessage(playerid, 0xFF9900AA, "ERROR: The server owner has disabled generating a command with that name!"); new Float:x, Float:y, Float:z, Float:Ang, Interior, // Create 4 floats which will hold the players position and facing angle, as well as an integer. PlayerIp[16], PlayerName[MAX_PLAYER_NAME], // Create 2 strings, with a maximum length of 16 and 24 characters (the value of 'MAX_PLAYER_NAME') respectively. hour, minute, second, year, month, day; // Create 6 integers which will hold the servers current time and date. GetPlayerPos(playerid, x, y, z); // Store the players current X, Y and Z co-ordinates into our 'x', 'y' and 'z' variables respectively. GetPlayerFacingAngle(playerid, Ang); // Store the players current angle that they are facing into our 'Ang' variable. Interior = GetPlayerInterior(playerid); // Store the players current interior into our 'Interior' variable. GetPlayerName(playerid, PlayerName, sizeof(PlayerName)); // Store the players name into our 'PlayerName' variable, with a maximum length of the size of 'PlayerName' (24, or 'MAX_PLAYER_NAME'). GetPlayerIp(playerid, PlayerIp, sizeof(PlayerIp)); // Store the players IP address into our 'PlayerIp' variable, with a maximum length of the size of 'PlayerIp' (24). gettime(hour, minute, second); // Store the servers current time in our 'hour', 'minute' and 'second' variables. getdate(year, month, day); // Store the servers current date in our 'year', 'month' and 'day' variables. GenCmds = fopen("Generated_Commands.txt", io_append); // Open the file 'Generated_Commands.txt' with the filemode being 'io_append'. We store the variable returned by the function into our 'GenCmds' global variable, as we will use this as a file handle. format(string, sizeof(string), "if(strcmp(\"/%s\", cmdtext, true, %d) == 0) // Requested by player '%s' (IP: %s) on the %d/%d/%d. Time: %d:%d:%d\r\n{\r\n", cmdtext[6], strlen(cmdtext) - 5, PlayerName, PlayerIp, day, month, year, hour, minute, second); // Formatting 'string' to hold a valid command check. fwrite(GenCmds, string); // Writing the formatted 'string' to our 'GenCmds' file. #if VehicleTele == 1 // If 'VehicleTele' is defined as 1, do the following: #if SendAnnounceMessage == 1 // If 'SendAnnounceMessage' is defined as 1, do the following: format(string, sizeof(string), " if(GetPlayerState(playerid) == PLAYER_STATE_DRIVER)\r\n {\r\n SetPlayerInterior(playerid, %d);\r\n LinkVehicleToInterior(GetPlayerVehicleID(playerid), %d);\r\n SetVehiclePos(GetPlayerVehicleID(playerid), %f, %f, %f);\r\n SetVehicleZAngle(GetPlayerVehicleID(playerid), %f);\r\n ", Interior, Interior, x, y, z, Ang); // Formatting 'string' to hold a valid set of functions. fwrite(GenCmds, string); // Writing the formatted 'string' to our 'GenCmds' file. format(string, sizeof(string), " return SendClientMessageToAll(0x%x, \"Player '%s' has teleported to %s. Type '/%s' to teleport there.\");\r\n }\r\n", COLOUR_COMMAND, PlayerName, cmdtext[6], cmdtext[6]); // Formatting 'string' to hold a valid set of functions. fwrite(GenCmds, string); // Writing the formatted 'string' to our 'GenCmds' file. format(string, sizeof(string), " else\r\n {\r\n SetPlayerInterior(playerid, %d);\r\n SetPlayerPos(playerid, %f, %f, %f);\r\n SetPlayerFacingAngle(playerid, %f);\r\n return SendClientMessageToAll(0x%x, \"Player '%s' has teleported to %s. Type '/%s' to teleport there.\");\r\n }\r\n}\r\n", Interior, x, y, z, Ang, COLOUR_COMMAND, PlayerName, cmdtext[6], cmdtext[6]); // Formatting 'string' to hold a valid set of functions. fwrite(GenCmds, string); // Writing the formatted 'string' to our 'GenCmds' file. #else // If 'SendAnnounceMessage' was NOT 1, do the following: format(string, sizeof(string), " if(GetPlayerState(playerid) == PLAYER_STATE_DRIVER)\r\n {\r\n SetPlayerInterior(playerid, %d);\r\n LinkVehicleToInterior(GetPlayerVehicleID(playerid), %d);\r\n SetVehiclePos(GetPlayerVehicleID(playerid), %f, %f, %f);\r\n SetVehicleZAngle(GetPlayerVehicleID(playerid), %f);\r\n return 1;\r\n }\r\n", Interior, Interior, x, y, z, Ang); // Formatting 'string' to hold a valid set of functions. fwrite(GenCmds, string); // Writing the formatted 'string' to our 'GenCmds' file. format(string, sizeof(string), " else\r\n {\r\n SetPlayerInterior(playerid, %d);\r\n SetPlayerPos(playerid, %f, %f, %f);\r\n SetPlayerFacingAngle(playerid, %f);\r\n return 1;\r\n }\r\n}\r\n", Interior, x, y, z, Ang); // Formatting 'string' to hold a valid set of functions. fwrite(GenCmds, string); // Writing the formatted 'string' to our 'GenCmds' file. #endif // End the check for 'SendAnnounceMessage == 1'. This will prevent errors. #else // If 'VehicleTele' was NOT 1, do the following: #if SendAnnounceMessage == 1 // If 'SendAnnounceMessage' is defined as 1, do the following: format(string, sizeof(string), " SetPlayerInterior(playerid, %d);\r\n SetPlayerPos(playerid, %f, %f, %f);\r\n SetPlayerFacingAngle(playerid, %f);\r\n return SendClientMessageToAll(0x%x, \"Player '%s' has teleported to %s. Type '%s' to teleport there.\");\r\n}\r\n", Interior, x, y, z, Ang, COLOUR_COMMAND, PlayerName, cmdtext[6], cmdtext[6]); // Formatting 'string' to hold a valid set of functions. fwrite(GenCmds, string); // Writing the formatted 'string' to our 'GenCmds' file. #else // If 'SendAnnounceMessage' was NOT 1, do the following: format(string, sizeof(string), " SetPlayerInterior(playerid, %d);\r\n SetPlayerPos(playerid, %f, %f, %f);\r\n SetPlayerFacingAngle(playerid, %f);\r\n return 1;\r\n}\r\n", Interior, x, y, z, Ang); // Formatting 'string' to hold a valid set of functions. fwrite(GenCmds, string); // Writing the formatted 'string' to our 'GenCmds' file. #endif // End the check for 'SendAnnounceMessage == 1'. This will prevent errors. #endif // End the check for 'VehicleTele == 1'. This will prevent errors. fwrite(GenCmds, "\r\n// ******************* Command Generator By ~Cueball~ ******************* \\\\\r\n\r\n"); // Write a little command separator comment to the file. fclose(GenCmds); // Close the file handle 'GenCmds'. This will successfully close 'Generated_Commands.txt', which will stop our server from crashing. #if PrintInConsole == 1 // If 'PrintInConsole' is defined as 1, do the following: printf("[generator] Player '%s' (IP: %s) requested '/%s'.", PlayerName, PlayerIp, cmdtext[6]); // Format a string with the necessary info, and then print it to the server console. #endif // End the check for 'PrintInConsole == 1'. This will prevent errors. #if SendAdminMessage == 1 // If 'SendAdminMessage' is defined as 1, do the following: format(string, sizeof(string), "Command Generator: Player '%s' (ID: %d) requested '/%s'.", PlayerName, playerid, cmdtext[6]); // Formatting 'string' to hold a set of information about the player who generated the command. for(new i = 0; i <= MAX_PLAYERS; i++) // A for loop which runs a maximum of MAX_PLAYERS (200) times. if(IsPlayerConnected(i)) // If the current iteration is connected: if(IsPlayerAdmin(i)) // If the current iteration is logged in as an RCON admin: SendClientMessage(i, 0x33CCFFAA, string); // Sending the formatted 'string' to the player. #endif // End the check for 'SendAdminMessage == 1'. This will prevent errors. format(string, sizeof(string), "Command Generator: Your command '/%s' has been generated and sent to the server owner.", cmdtext[6]); // Formatting 'string' to hold a message containing the command name. SendClientMessage(playerid, 0x33CCFFAA, string); // Sending the formatted 'string' to the player. SendClientMessage(playerid, 0x33CCFFAA, "Your command statistics are:"); // Sending a message to the player. format(string, sizeof(string), "Command Name: /%s | Interior: %d | Angle Value: %.2f", cmdtext[6], Interior, Ang); // Formatting 'string' to hold a message containing relevant command information. SendClientMessage(playerid, 0x33CCFFAA, string); // Sending the formatted 'string' to the player. format(string, sizeof(string), "X Value: %.2f | Y Value: %.2f | Z Value: %.2f", x, y, z, Ang, Interior); // Formatting 'string' to hold a message containing relevant command information. SendClientMessage(playerid, 0x33CCFFAA, string); // Sending the formatted 'string' to the player. #if SaveCommands == 1 // If 'SaveCommands' is defined as 1, do the following: if(CurrentCommand == MAX_COMMANDS) // If 'CurrentCommand' is equal to 'MAX_COMMANDS' (ie: The amount of commands has reached its maximum): CurrentCommand = 0; // Set 'CurrentCommand' to equal 0. format(gCommands[CurrentCommand][NAME], MAX_COMMAND_NAME, "%s", cmdtext[6]); // Change the current command's 'NAME' cell of our 'gCommands' array to the name of the command. format(gCommands[CurrentCommand][CREATOR], MAX_PLAYER_NAME, "%s", PlayerName); // Change the current command's 'CREATOR' cell of our 'gCommands' array to the name of the command creator. gCommands[CurrentCommand][POS][0] = x; // Store the 'x' co-ordinate of our command in the first cell of our current command's 'POS' cell of our 'gCommands' array. gCommands[CurrentCommand][POS][1] = y; // Store the 'y' co-ordinate of our command in the second cell of our current command's 'POS' cell of our 'gCommands' array. gCommands[CurrentCommand][POS][2] = z; // Store the 'z' co-ordinate of our command in the third cell of our current command's 'POS' cell of our 'gCommands' array. gCommands[CurrentCommand][POS][3] = Ang; // Store the 'angle' co-ordinate of our command in the fourth cell of our current command's 'POS' cell of our 'gCommands' array. gCommands[CurrentCommand][INTERIOR] = GetPlayerInterior(playerid); // Store the interior of our command in our current command's 'INTERIOR' cell of our 'gCommands' array. format(string, sizeof(string), "The server has allowed your command to be used immediately. Type '/%s' to teleport to this current location.", cmdtext[6]); // Formatting 'string' to hold a message containing the command name. SendClientMessage(playerid, 0xFF9900AA, string); // Sending the formatted 'string' to the player. CurrentCommand++; #endif // End the check for 'SaveCommands == 1'. This will prevent errors. return 1; // Return 1 to the server, and stop the 'SERVER: Unknown command.' message being sent to the player. } #if SaveCommands == 1 // If 'SaveCommands' is defined as 1, do the following: format(string, MAX_COMMAND_NAME, "%s", cmdtext[1]); // Formatting 'string' to hold their command name, so that we can successfully compare strings later. for(new i = 0; i <= MAX_COMMANDS; i++) // A for loop which runs a maximum of MAX_COMMANDS times. { if(gCommands[i][NAME][0] != '\0' && strcmp(string, gCommands[i][NAME], true, strlen(gCommands[i][NAME])) == 0) // If the current cell of 'gCommands[*][NAME][0]' is not empty AND it is the same as the command name the player supplied, do the following: { #if VehicleTele == 1 // If 'VehicleTele' is defined as 1, do the following: if(IsPlayerInAnyVehicle(playerid)) // If the player is in ANY vehicle, do the following: { SetPlayerInterior(playerid, gCommands[i][INTERIOR]); // Set the player's interior to the correct value for our command. LinkVehicleToInterior(GetPlayerVehicleID(playerid), gCommands[i][INTERIOR]); // Get the player's vehicle id, and set its interior to the correct value for our command. SetVehiclePos(GetPlayerVehicleID(playerid), gCommands[i][POS][0], gCommands[i][POS][1], gCommands[i][POS][2]); // Get the player's vehicle id, and set its position to the correct co-ordinate for our command. SetVehicleZAngle(GetPlayerVehicleID(playerid), gCommands[i][POS][3]); // Get the player's vehicle id, and set it to face the correct angle for our command. } else // If the player is NOT in a vehicle, do the following: { SetPlayerInterior(playerid, gCommands[i][INTERIOR]); // Set the player's interior to the correct value for our command. SetPlayerPos(playerid, gCommands[i][POS][0], gCommands[i][POS][1], gCommands[i][POS][2]); // Set the player's position to the correct co-ordinate for our command. SetPlayerFacingAngle(playerid, gCommands[i][POS][3]); // Set the player to face the correct angle for our command. } #else // If 'VehicleTele' was NOT 1, do the following: SetPlayerInterior(playerid, gCommands[i][INTERIOR]); // Set the player's interior to the correct value for our command. SetPlayerPos(playerid, gCommands[i][POS][0], gCommands[i][POS][1], gCommands[i][POS][2]); // Set the player's position to the correct co-ordinate for our command. SetPlayerFacingAngle(playerid, gCommands[i][POS][3]); // Set the player to face the correct angle for our command. #endif // End the check for 'VehicleTele == 1'. This will prevent errors. #if SendTeleMessage == 1 // If 'SendTeleMessage' is defined as 1, do the following: format(string, sizeof(string), "Command '/%s' was created by '%s'. You can create your own commands by typing '/cgen' at your wanted location.", gCommands[i][NAME], gCommands[i][CREATOR]); // Formatting 'string' to hold a message containing the command name and the creator of the command's name. SendClientMessage(playerid, 0x33CCFFAA, string); // Sending the formatted 'string' to the player. #endif // End the check for 'SendTeleMessage == 1'. This will prevent errors. #if SendAnnounceMessage == 1 // If 'SendAnnounceMessage' is defined as 1, do the following: GetPlayerName(playerid, string, MAX_PLAYER_NAME); // Store the players name into our 'string' variable, with a maximum length of 24 ('MAX_PLAYER_NAME'). format(string, sizeof(string), "Player '%s' has teleported to %s. Type '%s' to teleport there.", string, gCommands[i][NAME], cmdtext); // Formatting 'string' to hold a message containing the players name and the command name. SendClientMessageToAll(COLOUR_COMMAND, string); // Sending the formatted 'string' to the player in the defined colour. #endif // End the check for 'SendAnnounceMessage == 1'. This will prevent errors. return 1; // Return 1 to the server, and stop the 'SERVER: Unknown command.' message being sent to the player. } } #endif // End the check for 'SaveCommands == 1'. This will prevent errors. return 0; // Send the 'SERVER: Unknown command.' message for any other commands. } //****************************************************************************************************** public OnVehicleSpawn(vehicleid) return LinkVehicleToInterior(vehicleid, 0); // Set the vehicle's interior to 0, which will prevent cars from being invisible if they were used in a generated command with an interior other than 0 (inside a building).
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