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版主能不能讲解下这3个函数的意思

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发表于 2008-4-20 21:39:15 | 显示全部楼层 |阅读模式 来自 中国–云南–西双版纳傣族自治州–景洪市
/**
* Creates a HUD Synchronization Object.  Create one of these
*  for each section of the screen that contains overlapping HUD messages.
* For example, if you use both sides of the screen to display three messages
*  that can potentially overlap, each side counts as a synchronizable area.
* You can then use ShowSyncHudMsg() to correctly synchronize displaying the
*  HUD message with any other messages potentially in its class.  Note that this
*  does not yet do anything like reserve screen area, its sole purpose is to be
*  able to wipe an old message on an auto-channel and ensure that it will not
*  clear a message from another plugin.
* The parameters are kept blank for future use.
*/
native CreateHudSyncObj(num=0, ...);

/**
* Displays a synchronized HUD message.  This will check that your
*  HUD object has its previous display on the screen cleared before
*  it proceeds to write another.  It will only do this in the case
*  of that channel not having been cleared already.
* Target can be 0 for all players or 1-get_maxplayers().
* You must use set_hudmessage, although the channel parameter is
*  entirely ignored.
*/
native ShowSyncHudMsg(target, syncObj, const fmt[], ...);

/**
* Clears the display on a HudSync Object.  This is essentially the same
*  thing as: ShowSyncHudMsg(x, y, ""), except doing that would send
*  out two messages and use up another channel.  This re-uses the last
*  channel and clears it at the same time.
* Note: for this you do not have to use set_hudmessage().
* Note: target can be 0 for all players.
*/
native ClearSyncHud(target, syncObj);
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