GET_ACTIVE_PLAYERS: the replacement for player loops

Just a quick hint: when writing new client-side scripts in Lua/JS (C# already has the Players list doing exactly this), you can loop through players by using the GET_ACTIVE_PLAYERS native. See below for an example of before/after: Before… After… This should be a bit more performant than 256 native invocations, even if no player slot […]

Lua support for compile-time Jenkins hashes

In GTA/RAGE games, you’ll often encounter native functions either taking or returning a Jenkins one-at-a-time hash, like the ones returned by GET_HASH_KEY. Traditionally, code would have had to either hardcode hashes (like -1044093321), or use GET_HASH_KEY directly (like GetHashKey(“a_m_y_skater_01”)). This would have lead to either less readability and maintainability, or having to wait for a […]