### Example Build Output Source: https://github.com/dk22pac/plugin-sdk/wiki/Creating-a-new-plugin-in-plugin-sdk This output shows a successful build process for a plugin, including the creation of the plugin file, stopping the target game process, and copying the plugin to the game directory. ```text Build started... 1>------ Build started: Project: MyPlugin, Configuration: Debug GTA3 Win32 ------ 1>MyPlugin.vcxproj -> D:\MyProjects\GTA\MyPlugin\bin\GTA3\Debug\MyPlugin.III.asi 1>INFO: No running task with such criteria found. 1>D:\MyProjects\GTA\MyPlugin\bin\GTA3\Debug\MyPlugin.III.asi 1>Count of copied files: 1. ========== Build: 1 succeeded, 0 failed, 0 up-to-date, 0 skipped ========== ========== Elapsed 00:04,742 ========== ``` -------------------------------- ### SannyBuilder Example for TimeNotTouchingPadOpcode Source: https://github.com/dk22pac/plugin-sdk/blob/master/examples/TimeNotTouchingPadOpcode/README.md This example demonstrates how to use the TimeNotTouchingPadOpcode in SannyBuilder to check if a player has not touched the pad for a specified duration. It displays a message if the duration exceeds 2000 milliseconds. ```delphi {$CLEO} {$OPCODE 1A00=2,%2d% = get_player %1d% time_not_touching_pad} thread 'TimeTch' while true wait 0 1A00: 0@ = get_player 0 time_not_touching_pad if 0@ > 2000 then 0AD1: show_formatted_text_highpriority "You didn't touch the pad for %d ms" time 100 0@ end end ``` -------------------------------- ### Find and Use Byte Patterns with Hooking.Patterns Source: https://github.com/dk22pac/plugin-sdk/blob/master/hooking/README.md Demonstrates how to search for a specific byte pattern in memory and retrieve a pointer to the found data. Ensure the pattern exists before attempting to access it. ```cpp #include "stdafx.h" #include #include "Hooking.Patterns.h" int main() { auto pattern = hook::pattern("54 68 69 73 20 70 72 6F 67 72"); if (!pattern.count_hint(1).empty()) { auto text = pattern.get(0).get(0); MessageBoxA(0, text, text, 0); } return 0; } ``` -------------------------------- ### Default Visual Studio Project Configurations Source: https://github.com/dk22pac/plugin-sdk/wiki/Additional-configuration-for-created-project Shows the default configuration names in a Visual Studio project created for multiple games. ```plaintext GTA3 Release | x86 ... ``` -------------------------------- ### Renamed Visual Studio Project Configurations Source: https://github.com/dk22pac/plugin-sdk/wiki/Additional-configuration-for-created-project Illustrates the desired configuration names after using the Configuration Manager to rename them, placing the game name in the platform field. ```plaintext Release | GTA3 ... zDebug | GTAVC ``` -------------------------------- ### File Header Comment Source: https://github.com/dk22pac/plugin-sdk/wiki/Plugin-SDK-Coding-Style All header and source files must begin with this specific comment block, including game name, author information, and a link to the repository. Do not remove this block. ```cpp /* Plugin-SDK ($GAME_NAME$) $SHARED$ $FILE_TYPE$ file Authors: GTA Community. See more here https://github.com/DK22Pac/plugin-sdk Do not delete this comment block. Respect others' work! */ ``` -------------------------------- ### Tabs vs Spaces Formatting Source: https://github.com/dk22pac/plugin-sdk/wiki/Plugin-SDK-Coding-Style Use spaces exclusively for indentation; tabs are forbidden. This ensures consistent code appearance across different editors and environments. ```cpp struct MyStruct { unsigned int m_nVariable; float m_fVariable; }; ``` -------------------------------- ### In-built Type Usage Source: https://github.com/dk22pac/plugin-sdk/wiki/Plugin-SDK-Coding-Style Avoid MS-specific types like `__int8`, `__int64`, and `stdint` aliases. Use `long long` or `int64` for 64-bit integers and `bool32` for 32-bit booleans. ```cpp struct MyStruct { char m_nInt8Variable; int64 m_nInt64Variable; bool32 m_bBoolVariable; }; ``` -------------------------------- ### C-style Casting vs Static Cast Source: https://github.com/dk22pac/plugin-sdk/wiki/Plugin-SDK-Coding-Style Replace C-style casts with `static_cast` or `reinterpret_cast` for improved type safety and clarity in C++. ```cpp m_vecPos.x = static_cast(coord * 8.0f); ``` === COMPLETE CONTENT === This response contains all available snippets from this library. No additional content exists. Do not make further requests.