Skip to content

Commit 0b7577e

Browse files
committed
split too long input lines
1 parent 4fbbb1a commit 0b7577e

File tree

2 files changed

+8
-2
lines changed

2 files changed

+8
-2
lines changed

a_objects.inc

Lines changed: 4 additions & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -32,7 +32,10 @@
3232
/// <seealso name="AttachObjectToPlayer"/>
3333
/// <seealso name="SetObjectMaterialText"/>
3434
/// <seealso name="SetObjectMaterial"/>
35-
/// <remarks>Objects that emit light (lampposts, police lights, bollard lights, neons etc.) that have a greater rotation than <b><c>16.26</c></b> degrees (or <b><c>-16.26</c></b>) on either the X or Y axis will stop shining. This effect also applies to light objects attached to other objects, players and vehicles. If a light object is attached to a car and the car is rotated over <b><c>16.26</c></b> degrees (like in a rollover), the object will also stop emitting light. This is a GTA:SA issue and is not caused by a bug in SA-MP.</remarks>
35+
/// <remarks>
36+
/// Objects that emit light (lampposts, police lights, bollard lights, neons etc.) that have a greater rotation than <b><c>16.26</c></b> degrees (or <b><c>-16.26</c></b>) on either the X or Y axis will stop shining. This effect also applies to light objects attached to other objects, players and vehicles.
37+
/// If a light object is attached to a car and the car is rotated over <b><c>16.26</c></b> degrees (like in a rollover), the object will also stop emitting light. This is a GTA:SA issue and is not caused by a bug in SA-MP.
38+
/// </remarks>
3639
/// <remarks>In case the light is attached to another object, one fix for this is to set <b>SyncRotation</b> to false in <a href="#AttachObjectToObject">AttachObjectToObject</a>. This will ensure the light stays at <b><c>0</c></b> rotation. This would only really work for objects that consist ONLY of light, so wouldn't work for the police light for example. </remarks>
3740
/// <remarks>There is a limit of <a href="http://wiki.sa-mp.com/wiki/Limits"><b><c>1000</c></b> objects (<b><c>MAX_OBJECTS</c></b>)</a>. To circumvent this limit, you can use a <a href="http://forum.sa-mp.com/showthread.php?t=102865">streamer</a></remarks>
3841
/// <returns>The ID of the object that was created, or <b><c>INVALID_OBJECT_ID</c></b> if the object limit (<b><c>MAX_OBJECTS</c></b>) was reached.</returns>

a_players.inc

Lines changed: 4 additions & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -376,7 +376,10 @@ native SetPlayerScore(playerid,score);
376376
/// <returns>The player's score.</returns>
377377
native GetPlayerScore(playerid);
378378
379-
/// <summary>Checks the player's level of drunkenness. If the level is less than <b><c>2000</c></b>, the player is sober. The player's level of drunkness goes down slowly automatically (1 level per frame) but will always reach <b><c>2000</c></b> at the end (in <b>0.3b</b> it will stop at <b><c>0</c></b>). The higher drunkenness levels affect the player's camera, and the car driving handling. The level of drunkenness increases when the player drinks from a bottle (You can use <a href="#SetPlayerSpecialAction">SetPlayerSpecialAction</a> to give them bottles).</summary>
379+
/// <summary>
380+
/// Checks the player's level of drunkenness. If the level is less than <b><c>2000</c></b>, the player is sober. The player's level of drunkness goes down slowly automatically (1 level per frame) but will always reach <b><c>2000</c></b> at the end (in <b>0.3b</b> it will stop at <b><c>0</c></b>).
381+
/// The higher drunkenness levels affect the player's camera, and the car driving handling. The level of drunkenness increases when the player drinks from a bottle (You can use <a href="#SetPlayerSpecialAction">SetPlayerSpecialAction</a> to give them bottles).
382+
/// </summary>
380383
/// <param name="playerid">The player you want to check the drunkenness level of</param>
381384
/// <seealso name="SetPlayerDrunkLevel"/>
382385
/// <remarks>This function was added in <b>SA-MP 0.3a</b> and will not work in earlier versions!</remarks>

0 commit comments

Comments
 (0)