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- RunPlayerChecks(playerid)
- {
- new Float:x, Float:y, Float:z;
- GetPlayerPos(playerid, x, y, z);
- if (floatabs(x) >= 10000.0 || floatabs(y) >= 10000.0 || floatabs(z) >= 10000.0)
- printf("[error][GetPlayerPos] %.1f, %.1f, %.1f", x, y, z);
- new Float:ang;
- GetPlayerFacingAngle(playerid, ang);
- if (ang < 0.0 || ang > 360.0)
- printf("[error][GetPlayerFacingAngle] %.1f", ang);
- new i = GetPlayerInterior(playerid);
- if (i < 0 || i > 18)
- printf("[error][GetPlayerInterior] %d", i);
- new Float:health;
- GetPlayerHealth(playerid, health);
- if (health < 0.0 || health > 100.0)
- printf("[error][GetPlayerHealth] %.1f", health);
- new Float:armour;
- GetPlayerHealth(playerid, armour);
- if (armour < 0.0 || armour > 100.0)
- printf("[error][GetPlayerArmour] %.1f", armour);
- new ammo = GetPlayerAmmo(playerid);
- if (ammo < 0 || ammo > 32767)
- printf("[error][GetPlayerAmmo] %d", ammo);
- new wstate = GetPlayerWeaponState(playerid);
- if (wstate < -1 || wstate > 3)
- printf("[error][GetPlayerWeaponState] %d", wstate);
- new tplayer = GetPlayerTargetPlayer(playerid);
- if ((tplayer < 0 || tplayer >= MAX_PLAYERS) && tplayer != INVALID_PLAYER_ID)
- printf("[error][GetPlayerTargetPlayer] %d", tplayer);
- new tactor = GetPlayerTargetActor(playerid);
- if ((tactor < 0 || tactor >= MAX_ACTORS) && tactor != INVALID_ACTOR_ID)
- printf("[error][GetPlayerTargetActor] %d", tactor);
- new team = GetPlayerTeam(playerid);
- if (team < 1 || team > NO_TEAM)
- printf("[error][GetPlayerTeam] %d", team);
- new skin = GetPlayerSkin(playerid);
- if (skin < 0 || skin == 74 || skin > 311)
- printf("[error][GetPlayerSkin] %d", skin);
- for (new s = 0, w, a; s < MAX_WEAPON_SLOTS; s++) {
- GetPlayerWeaponData(playerid, s, w, a);
- if (w < 0 || w == 19 || w == 20 || w == 21 || w > 46 || a < 0 || a > 32767)
- printf("[error][GetPlayerWeaponData] %d %d %d", s, w, a);
- }
- new weap = GetPlayerWeapon(playerid);
- if (weap < 0 || weap == 19 || weap == 20 || weap == 21 || weap > 46)
- printf("[error][GetPlayerWeapon] %d", weap);
- new wlevel = GetPlayerWantedLevel(playerid);
- if (wlevel < 0 || wlevel > 6)
- printf("[error][GetPlayerWantedLevel] %d", wlevel);
- new svid = GetPlayerSurfingVehicleID(playerid);
- if ((svid < 1 || svid > MAX_VEHICLES) && svid != INVALID_VEHICLE_ID)
- printf("[error][GetPlayerSurfingVehicleID] %d", svid);
- new soid = GetPlayerSurfingObjectID(playerid);
- if ((soid < 0 || soid >= MAX_OBJECTS) && soid != INVALID_OBJECT_ID)
- printf("[error][GetPlayerSurfingObjectID] %d", soid);
- new pvid = GetPlayerVehicleID(playerid);
- if (pvid < 0 || pvid > MAX_VEHICLES)
- printf("[error][GetPlayerVehicleID] %d", pvid);
- new pseat = GetPlayerVehicleSeat(playerid);
- if (pseat < -1 || pseat > 8)
- printf("[error][GetPlayerVehicleSeat] %d", pseat);
- new Float:cx, Float:cy, Float:cz;
- GetPlayerCameraPos(playerid, x, y, z);
- if (floatabs(cx) >= 10000.0 || floatabs(cy) >= 10000.0 || floatabs(cz) >= 10000.0)
- printf("[error][GetPlayerCameraPos] %.1f, %.1f, %.1f", cx, cy, cz);
- new cto = GetPlayerCameraTargetObject(playerid);
- if ((cto < 0 || cto >= MAX_OBJECTS) && cto != INVALID_OBJECT_ID)
- printf("[error][GetPlayerCameraTargetObject] %d", cto);
- new ctv = GetPlayerCameraTargetVehicle(playerid);
- if ((ctv < 1 || ctv > MAX_VEHICLES) && ctv != INVALID_VEHICLE_ID)
- printf("[error][GetPlayerCameraTargetVehicle] %d", ctv);
- new ctp = GetPlayerCameraTargetPlayer(playerid);
- if ((ctp < 0 || ctp >= MAX_PLAYERS) && ctp != INVALID_PLAYER_ID)
- printf("[error][GetPlayerCameraTargetPlayer] %d", ctp);
- new cta = GetPlayerCameraTargetActor(playerid);
- if ((cta < 0 || cta > MAX_ACTORS) && cta != INVALID_ACTOR_ID)
- printf("[error][GetPlayerCameraTargetActor] %d", cta);
- }
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