native GetVehicleVelocity( vehicleid, &Float:X, &Float:Y, &Float:Z ); native SetVehicleVelocity(vehicleid, Float:X, Float:Y, Float:Z); // O RLY /* SA:MP Actor Functions * * (c) Copyright 2005-2006, MTA Team * */ #if defined _actors_included #endinput #endif #define _actors_included #pragma library actors // Actor native CreateActor( modelid, Float:X, Float:Y, Float:Z, Float:Rotation, name[] ); native DestroyActor(actorid); native SpawnActor(actorid); native ActorMoveTo(actorid, movetype, Float:X, Float:Y, Float:Z ); native ActorEnterVehicle(actorid, vehicleid, passenger); native ActorExitVehicle(actorid,vehicleid); native ActorDriveVehicleTo(actorid, vehicleid, Float:X, Float:Y, Float:Z, Float:Speed, drivetype, Float:MinAltitude=0.0, Float:MaxAltitude=0.0); // Actor info native SetActorPos(actorid, Float:x, Float:y, Float:z); native SetActorPosFindZ(actorid, Float:x, Float:y, Float:z); native GetActorPos(actorid, &Float:x, &Float:y, &Float:z); native SetActorFacingAngle(actorid,Float:ang); native GetActorFacingAngle(actorid,&Float:ang); native SetActorInterior(actorid,interiorid); native GetActorInterior(actorid); native SetActorHealth(actorid, Float:health); native GetActorHealth(actorid, &Float:health); native SetActorArmour(actorid, Float:armour); native GetActorArmour(actorid, &Float:armour); native SetActorTeam(actorid, teamid); native GetActorTeam(actorid); native SetActorColor(actorid,color); native GetActorColor(actorid); native SetActorSkin(actorid, skinid); native GetActorSkin(actorid); native SetActorWeapon(actorid, weaponid); native ResetActorWeapon(actorid); native SetActorName(actorid, const name[]); native GetActorState(actorid); native GetActorWeapon(actorid); native GetActorKeys(actorid, &keys, &updown, &leftright); native GetActorName(actorid, const name[], len); // Actor controls native PutActorInVehicle(actorid, vehicleid, seatid); native GetActorVehicleID(actorid); native GetActorVehicleSeat(actorid); native RemoveActorFromVehicle(actorid); native ActorApplyAnimation(actorid, animlib[], animname[], Float:fS, opt1, opt2, opt3, opt4, opt5); native ActorClearAnimations(actorid); // Actor conditionals native IsActorConnected(actorid); native IsActorInVehicle(actorid, vehicleid); native IsActorInAnyVehicle(actorid); // Virtual Worlds native SetActorVirtualWorld(actorid, worldid); native GetActorVirtualWorld(actorid); [][]][]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]] /* SA:MP Player Functions * * (c) Copyright 2005-2006, SA:MP Team * */ #if defined _players_included #endinput #endif #define _players_included #pragma library players #define SPECIAL_ACTION_NONE 0 #define SPECIAL_ACTION_USEJETPACK 2 #define SPECIAL_ACTION_DANCE1 5 #define SPECIAL_ACTION_DANCE2 6 #define SPECIAL_ACTION_DANCE3 7 #define SPECIAL_ACTION_DANCE4 8 #define SPECIAL_ACTION_HANDSUP 10 #define SPECIAL_ACTION_USECELLPHONE 11 #define SPECIAL_ACTION_SITTING 12 #define SPECIAL_ACTION_STOPUSECELLPHONE 13 #define SPECIAL_ACTION_NIGHTVISION 14 #define SPECIAL_ACTION_THERMALVISION 15 // Player native SetSpawnInfo(playerid, team, skin, Float:x, Float:y, Float:z, Float:rotation, weapon1, weapon1_ammo, weapon2, weapon2_ammo, weapon3, weapon3_ammo); native SpawnPlayer(playerid); // Player info native SetPlayerPos(playerid, Float:x, Float:y, Float:z); native SetPlayerPosFindZ(playerid, Float:x, Float:y, Float:z); native GetPlayerPos(playerid, &Float:x, &Float:y, &Float:z); native SetPlayerFacingAngle(playerid,Float:ang); native GetPlayerFacingAngle(playerid,&Float:ang); native SetPlayerInterior(playerid,interiorid); native GetPlayerInterior(playerid); native SetPlayerHealth(playerid, Float:health); native GetPlayerHealth(playerid, &Float:health); native SetPlayerArmour(playerid, Float:armour); native GetPlayerArmour(playerid, &Float:armour); native SetPlayerAmmo(playerid, weaponslot, ammo); native GetPlayerAmmo(playerid); native SetPlayerTeam(playerid, teamid); native GetPlayerTeam(playerid); native SetPlayerScore(playerid,score); native GetPlayerScore(playerid); native SetPlayerColor(playerid,color); native GetPlayerColor(playerid); native SetPlayerSkin(playerid, skinid); native GetPlayerSkin(playerid); native GivePlayerWeapon(playerid, weaponid, ammo); native ResetPlayerWeapons(playerid); native GetPlayerWeaponData(playerid, slot, &weapons, &ammo); native GivePlayerMoney(playerid,money); native ResetPlayerMoney(playerid); native SetPlayerName(playerid, const name[]); native GetPlayerMoney(playerid); native GetPlayerState(playerid); native GetPlayerIp(playerid, name[], len); native GetPlayerPing(playerid); native GetPlayerWeapon(playerid); native GetPlayerKeys(playerid, &keys, &updown, &leftright); native GetPlayerName(playerid, const name[], len); native SetPlayerTime(playerid, hour, minute); native GetPlayerTime(playerid, &hour, &minute); native TogglePlayerClock(playerid, toggle); native SetPlayerWeather(playerid, weather); native SetPlayerDisabledWeapons(playerid, ...); native ForceClassSelection(playerid); native SetPlayerWantedLevel(playerid, level); native GetPlayerWantedLevel(playerid); native SetPlayerFightingStyle(playerid, style); native GetPlayerFightingStyle(playerid); native SetPlayerVelocity(playerid, Float:X, Float:Y, Float:Z); native GetPlayerVelocity( playerid, &Float:X, &Float:Y, &Float:Z ); // Player controls native PutPlayerInVehicle(playerid, vehicleid, seatid); native GetPlayerVehicleID(playerid); native GetPlayerVehicleSeat(playerid); native RemovePlayerFromVehicle(playerid); native TogglePlayerControllable(playerid, toggle); native PlayerPlaySound(playerid, soundid, Float:x, Float:y, Float:z); native ApplyAnimation(playerid, animlib[], animname[], Float:fS, opt1, opt2, opt3, opt4, opt5); native ClearAnimations(playerid); native GetPlayerSpecialAction(playerid); native SetPlayerSpecialAction(playerid,actionid); // Player map commands native SetPlayerCheckpoint(playerid, Float:x, Float:y, Float:z, Float:size); native DisablePlayerCheckpoint(playerid); native SetPlayerRaceCheckpoint(playerid, type, Float:x, Float:y, Float:z, Float:nextx, Float:nexty, Float:nextz, Float:size); native DisablePlayerRaceCheckpoint(playerid); native SetPlayerWorldBounds(playerid,Float:x_max,Float:x_min,Float:y_max,Float:y_min); native SetPlayerMarkerForPlayer(playerid, showplayerid, color); native ShowPlayerNameTagForPlayer(playerid, showplayerid, show); native SetPlayerMapIcon(playerid, iconid, Float:x, Float:y, Float:z, markertype, color); native RemovePlayerMapIcon(playerid, iconid); native SetPlayerCameraPos(playerid,Float:x, Float:y, Float:z); native SetPlayerCameraLookAt(playerid, Float:x, Float:y, Float:z); native SetCameraBehindPlayer(playerid); native AllowPlayerTeleport(playerid, allow); // Player conditionals native IsPlayerConnected(playerid); native IsPlayerInVehicle(playerid, vehicleid); native IsPlayerInAnyVehicle(playerid); native IsPlayerInCheckpoint(playerid); native IsPlayerInRaceCheckpoint(playerid); // Virtual Worlds native SetPlayerVirtualWorld(playerid, worldid); native GetPlayerVirtualWorld(playerid); // Insane Stunts native EnableStuntBonusForPlayer(playerid, enable); native EnableStuntBonusForAll(enable); // Spectating #define SPECTATE_MODE_NORMAL 1 #define SPECTATE_MODE_FIXED 2 #define SPECTATE_MODE_SIDE 3 native TogglePlayerSpectating(playerid, toggle); native PlayerSpectatePlayer(playerid, targetplayerid, mode = SPECTATE_MODE_NORMAL); native PlayerSpectateVehicle(playerid, targetvehicleid, mode = SPECTATE_MODE_NORMAL); // -------------------------------------------------- // Forwards (Callback declarations) // -------------------------------------------------- forward OnGameModeInit(); forward OnGameModeExit(); forward OnFilterScriptInit(); forward OnFilterScriptExit(); forward OnPlayerConnect(playerid); forward OnPlayerDisconnect(playerid, reason); forward OnPlayerSpawn(playerid); forward OnPlayerDeath(playerid, killerid, reason); forward OnVehicleSpawn(vehicleid); forward OnVehicleDeath(vehicleid, killerid); forward OnPlayerText(playerid, text[]); forward OnPlayerCommandText(playerid, cmdtext[]); forward OnPlayerInfoChange(playerid); forward OnPlayerRequestClass(playerid, classid); forward OnPlayerEnterVehicle(playerid, vehicleid, ispassenger); forward OnPlayerExitVehicle(playerid, vehicleid); forward OnPlayerStateChange(playerid, newstate, oldstate); forward OnPlayerEnterCheckpoint(playerid); forward OnPlayerLeaveCheckpoint(playerid); forward OnPlayerEnterRaceCheckpoint(playerid); forward OnPlayerLeaveRaceCheckpoint(playerid); forward OnRconCommand(cmd[]); forward OnPlayerPrivmsg(playerid, recieverid, text[]); forward OnPlayerRequestSpawn(playerid); forward OnObjectMoved(objectid); forward OnPlayerObjectMoved(playerid, objectid); forward OnPlayerPickUpPickup(playerid, pickupid); forward OnVehicleMod(vehicleid, componentid); forward OnVehiclePaintjob(vehicleid, paintjobid); forward OnVehicleRespray(vehicleid, color1, color2); forward OnPlayerSelectedMenuRow(playerid, row); forward OnPlayerExitedMenu(playerid); forward OnPlayerInteriorChange(playerid, newinteriorid, oldinteriorid); forward OnPlayerKeyStateChange(playerid, newkeys, oldkeys); forward OnScriptCash(playerid, amount, type);