zhangsheng 发表于 2008-4-20 21:39:15

版主能不能讲解下这3个函数的意思

/**
* 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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