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.
Syntax:
<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.SetMinWantedLevel($PLAYER_CHAR, 2)
Player
- class name
SetMinWantedLevel
- class member
$PLAYER_CHAR, 2
- two parameters for SetMinWantedLevel
There are three types of class members:
- conditions
- methods
- properties
The list that appears when you press Ctrl+Space
marks conditional commands with the word Check
. They are used in conditional expressions:
if
Player.Defined($PLAYER_CHAR)
jf @anywhere
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 money
Player($PLAYER_CHAR).Money > 461@ // check the amount
4@ = Player($PLAYER_CHAR).Money // read the amount and store in variable
{% hint style="warning" %} In the current version the compiler ignores whitespace characters in string literals used in property parameters:
0@ = File.Open("file name","wb")
will be compiled as:
0@ = File.Open("filename","wb")
{% endhint %}
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.Build($PLAYER_CHAR)
$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:
Camera.SetBehindPlayer()
Variables can be declared using a class name as the type:
var
$PLAYER_CHAR: Player
end
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:
if
$PLAYER_CHAR.Defined
jf @anywhere
{% hint style="warning" %} If a variable substitutes a class name, the compiler also makes it the first parameter, hence no need to use it again in the list of parameters:
$PLAYER_CHAR.SetClothes("PLAYER_FACE", "HEAD", Head)
is equivalent to:
Player.SetClothes($PLAYER_CHAR, "PLAYER_FACE", "HEAD", Head)
{% endhint %}
Variables declared as instances of a class can be redeclared with another type.
Model names are always instances of the Model
class:
#AK47.Load
:loop
wait 0
if
#AK47.Available
jf @loop
It is equivalent to:
Model.Load(#AK47)
:loop
wait 0
if
Model.Available(#AK47)
jf @loop
Class parameters can be assigned to an enumerated type. It makes the source code more readable:
Player.SetClothes($PLAYER_CHAR, "VEST", "VEST", BodyPart.Torso)
The last parameter (BodyPart.Torso
) is a member of the BodyPart
enum substituted with 0
during compilation. The enums and values are defined in the enums.txt
file.
Sanny Builder prior to v3.6 defined special constants for class members in the file classes.db
. These parameters were called extended. This solution only allowed for one extended parameter per class member.
Since v3.6 class members use enum names as their types and may have any number of enumerated parameters.
For backward compatibility Sanny Builder still supports old extended parameters during compilation. classes.db
keeps them under the DEPRECATED_ENUMS
section.