char textLabel [ 100 ] = "Yeah!" ; SF -> getSAMP ( ) -> getInfo ( ) -> pPools -> pText3D -> textLabel [ 100 ] -> fPosition [ 0 ] = PEDSELF -> GetPosition ( ) -> fX ;
char textLabel [ ] = "Yeah!" ; SF -> getSAMP ( ) -> getInfo ( ) -> pPools -> pText3D -> textLabel [ 100 ] -> fPosition [ 0 ] = PEDSELF -> GetPosition ( ) -> fX ; SF -> getSAMP ( ) -> getInfo ( ) -> pPools -> pText3D -> textLabel [ 100 ] -> fPosition [ 1 ] = PEDSELF -> GetPosition ( ) -> fY ; SF -> getSAMP ( ) -> getInfo ( ) -> pPools -> pText3D -> textLabel [ 100 ] -> fPosition [ 2 ] = PEDSELF -> GetPosition ( ) -> fZ ;
SF -> getSAMP ( ) -> getInfo ( ) -> pPools -> pText3D -> textLabel [ 100 ] -> fPosition [ 0 ] = PEDSELF -> GetPosition ( ) -> fX ; SF -> getSAMP ( ) -> getInfo ( ) -> pPools -> pText3D -> textLabel [ 100 ] -> fPosition [ 1 ] = PEDSELF -> GetPosition ( ) -> fY ; SF -> getSAMP ( ) -> getInfo ( ) -> pPools -> pText3D -> textLabel [ 100 ] -> fPosition [ 2 ] = PEDSELF -> GetPosition ( ) -> fZ ;
eWeaponSlot slot = PEDSELF -> GetCurrentWeaponSlot ( ) ; if ( slot != eWeaponSlot :: WEAPONSLOT_TYPE_UNARMED ) { CWeapon * weapon = PEDSELF -> GetWeapon ( slot ) ; }
int WeaponID = SF -> getSAMP ( ) -> getPlayers ( ) -> pLocalPlayer -> byteCurrentWeapon ;