A class is a group of commands applied to the in-game entities: player, peds, objects, etc. For example, the
Player class groups the commands performed over the player character.
<Class name>.<Class member>(parameters)
Class name - the name of a group of commands defined in the
classes.db file for this edit mode
Class member - one of the commands included in the class
Parameters - 0 or more comma-delimited parameters
Player - class name
SetMinWantedLevel - class member
$PLAYER_CHAR, 2 - two parameters for
There are three types of class members:
The list that appears when you press
Ctrl+Space marks conditional commands with the word
Check. They are used in conditional expressions:
Methods are regular commands used to complete a single in-game action, e.g. moving an object, destroying a vehicle, etc.:
Object.PutAt($crate, 10.0, -25.5, 12.2)Car.Destroy($car)
They are marked with the work
proc in the list of class members.
A special kind of methods is a constructor. A constructor creates a new instance of a class and stores its handle to a variable.
In Sanny Builder the constructor can be written in two equivalent ways:
Player.Create($PLAYER_CHAR, #NULL, 2488.5601, -1666.84, 13.38)
$PLAYER_CHAR = Player.Create(#NULL, 2488.5601, -1666.84, 13.38)
Property allows you to access class attributes and/or modify them.
For example, the
.Money property of the
Player class allows to operate with the amount of money of the player:
Player($PLAYER_CHAR).Money += 1000000 // add more moneyPlayer($PLAYER_CHAR).Money > 461@ // check the amount4@ = Player($PLAYER_CHAR).Money // read the amount and store in variable
Almost all class members take a variable as the first parameter. This variable holds a handle of the class instance which is a concrete in-game entity the command is applied to:
$PLAYER_CHAR - the class instance.
For some in-game entities there is only one instance to exist. An example of that would be the camera that controls what the player can see. The members of classes for such entities do not require a variable with the class instance:
Variables can be declared using a class name as the type:
It instructs the compiler that
$PLAYER_CHAR holds an instance of the class
Player. This variable can serve as an alias to the class name:
Variables declared as instances of a class can be redeclared with another type.
Model names are always instances of the
#AK47.Load:loopwait 0if#AK47.Availablejf @loop
It is equivalent to:
Model.Load(#AK47):loopwait 0ifModel.Available(#AK47)jf @loop
Some class members have pre-defined constants for some parameter values. It makes the source code more readable:
Player.SetClothes($PLAYER_CHAR, "VEST", "VEST", Torso)
The last parameter (
Torso) is a class constant substituted with
0 during compilation. Class constants are defined in the