#if !defined _sinc_ #define _sinc_ // ------------------ // Sacky's Mod // v0.1a INC // ------------------ // ------------------ // Defines // ------------------ #define MOTION_IDLE 1 #define MOTION_MOVE_MOUTH 2 #define MOTION_FALL_DOWN 3 #define MOTION_JUMP 4 #define MOTION_TIRED 5 #define MOTION_DIES 6 #define MOTION_FINGER 7 #define MOTION_HANDS_UP 8 #define MOTION_COWER 9 #define MOTION_ATM 10 #define MOTION_LOOK_AROUND 11 #define MOTION_ONGUARD 12 #define MOTION_ROLL_SIDEWAYS 13 #define TYPE_PLAYER 1 #define TYPE_ACTOR 2 #define TYPE_VEHICLE 3 #define TYPE_OBJECT 4 #define TYPE_FIRE 5 #define TYPE_PICKUP 6 #define TYPE_MARKER 7 #define TYPE_LIGHT 8 #define TYPE_MENU 9 #define TYPE_IMENU 10 #define GARAGE_STATE_CLOSED 0 #define GARAGE_STATE_OPEN 1 #define GARAGE_STATE_OPENING 2 #define GARAGE_STATE_CLOSING 3 #define STATE_STILL 1 #define STATE_STARTING 2 #define STATE_RUNNING 3 #define STATE_SPRINTING 4 #define STATE_LEAVING_VEHICLE 5 #define STATE_ENTERING_VEHICLE 6 #define STATE_BUSTED 7 #define STATE_TARGETING 8 #define STATE_CROUCHING 9 #define STATE_AIRBOURNE 10 #define STATE_LANDING 11 #define STATE_LANDED 12 #define STATE_MELEE 13 #define STATE_WHEELIE 14 #define STATE_STOPPIE 15 #define STATE_DRIVEBY_DRIVER 16 #define STATE_DRIVEBY_PASS 17 #define STATE_WASTED 18 #define STATE_FALLING 19 #define STATE_DRIVING 20 #define STATE_SWIMMING 21 #define STATE_DIVING_WATER 22 #define STATE_DIVING_AIR 23 #define STATE_ABSAIL 24 #define SLOT_NOWEAPON 0 #define SLOT_MELEE 1 #define SLOT_HANDGUNS 2 #define SLOT_SHOTGUNS 3 #define SLOT_SUBMACHINEGUNS 4 #define SLOT_MACHINEGUNS 5 #define SLOT_RIFLES 6 #define SLOT_HEAVYWEAPONS 7 #define SLOT_PROJECTILES 8 #define SLOT_SPECIAL1 9 #define SLOT_GIFTS 10 #define SLOT_SPECIAL2 11 #define SLOT_DETONATORS 12 #define CONTROL_MOUSE 1 #define CONTROL_JOYSTICK 2 #define REASON_LEAVING 1 #define REASON_TIMEOUT 2 #define REASON_KICKED 3 #define REASON_BANNED 4 #define IMMUNITY_BULLET 1 #define IMMUNITY_FIRE 2 #define IMMUNITY_COLLISION 3 #define IMMUNITY_EXPLOSION 4 // ------------------ // Callbacks // ------------------ /* public OnPlayerConnect(playerid); public OnPlayerDisconnect(playerid,reason); public OnPlayerText(playerid,text[]); public OnPlayerCommandText(playerid,cmdtext[]); public OnRconCommand(ip[],cmdtext[]); public OnStateChange(type,id,newstate,oldstate); public OnDeath(type,id,type2,id2,reason); public OnTarget(type,id,typ2,id2); public OnRconCommand(cmd[],ip[]); public OnEnterInterior(type,id,interiorid); public OnLeaveInterior(type,id,interiorid); public OnEnterCheckpoint(type,id); public OnLeaveCheckpoint(type,id); public OnWeaponUse(type,id); public OnGetShot(type,id); public OnGameModeInit(); public OnGameModeExit(); public OnFilterScriptInit(); public OnFilterScriptExit(); public OnAdminLoginAttempt(ip[],success,playerid); public OnPlayerPause(playerid); public OnSearchlightSpot(lightid,type,id); public OnCollision(type,id,type2,id2); public OnPlayerUpdate(playerid); public OnEnterEnex(type,id,enexid); public OnSpawn(type,id); public OnPlayerRequestClass(playerid); public OnPlayerClickMap(playerid,Float:x,Float:y); public OnPlayerSelectMenuItem(playerid,type,id,level,string[]); public OnPlayerSelectIngameMenuItem(playerid,menuid,itemid); public OnTrailerAttach(trailerid,vehicleid); public OnTrailerDetach(trailerid,vehicleid); public OnVehicleNitro(vehicleid); public OnPickup(type,id,pickupid); public OnFire(Float:x,Float:y,Float:z); */ // ------------------ // Functions // ------------------ // Players /* * Wait * TogglePlayerControllable * IsPlayerControllable * CreateClass * DestroyClass * GetClassInfo * DoesClassContainWeapon * GetClassWeaponAmmo * SetClassInfo * SetSpawnInfo * GetPlayerClass * SetPlayerClass * GetPlayerSkin * SetPlayerSkin * IsPlayerSpawned * IsPlayerHeadless * SpawnPlayer * SetPlayerSize * GetPlayerState * SetPlayerVisibility * GetPlayerVisibility * ShakeCamera * SetPlayerCameraFollow * ResetPlayerCamera * SetPlayerCameraPos * SetPlayerCameraRot * PointPlayerCamera * GetPlayerCameraPos * SetPlayerDrunkVisuals * GetPlayerCameraPoint * JigglePlayerCamera * SetPlayerTime * GetPlayerTime * SetPlayerDay * GetPlayerDay * SetPlayerWeather * GetPlayerWeather * GetPlayerZone * SetPlayerWaterHeight * GetPlayerWaterHeight * SetPlayerWaveHeight * GetPlayerWaveHeight * SetPlayerCloudDensity * GetPlayerCloudDensity * SetPlayerSolidWater * GetPlayerSolidWater * SetPlayerWorldBounds * GetPlayerWorldBounds * IsPlayerTouchingWater * GetPlayerVehicleID * IsPlayerInAnyVehicle * IsPlayerInVehicle * IsPlayerHonking * TogglePlayerTrapped * IsPlayerTrapped * RemovePlayerFromVehicle * SetPlayerRC * GetPlayerRC * ExitPlayerRC * SetPlayerMaxFlyHeight * GetPlayerMaxFlyHeight * SetPlayerDrivingSkill * GetPlayerDrivingSkill * SetPlayerFlyingSkill * GetPlayerFlyingSkill * SetPlayerBikeSkill * GetPlayerBikeSkill * SetPlayerCycleSkill * GetPlayerCycleSkill * ToggleFreePayNSpray * ToggleFlyingCars * PutPlayerInVehicle * GetPlayerSeat * GetPlayerPos * SetPlayerPos * GetPlayerAngle * SetPlayerAngle * GetPlayerTargetPos * DidPlayerCollide * PlayerSpotted * GetPlayerRot * GivePlayerMoney * GetPlayerMoney * ResetPlayerMoney * SetPlayerWantedLevel * GetPlayerWantedLevel * ResetPlayerWantedLevel * PlayPoliceReport * GivePlayerAmmo * GivePlayerWeapon * GetPlayerAmmo * GetPlayerWeapon * GetPlayerWeaponData * GetPlayerMeleeStyle * SetPlayerMeleeStyle * SetPlayerWeaponSkill * GetPlayerWeaponSkill * SetPlayerWeaponShootable * SetPlayerWeaponScrollable * IsPlayerOnJetpack * GetPlayerWeaponSlot * SetPlayerMegaJump * TogglePlayerFastReloads * SetPlayerImmunity * IsPlayerImmuneTo * TogglePlayerConstantlyBleeding * IsPlayerConstantlyBleeding * ResetPlayerWeapons * SetPlayerTargetable * IsPlayerTargetable * SetPlayerJetpack * SetPlayerGameSpeed * GetPlayerGameSpeed * SetPlayerGravity * GetPlayerGravity * GetPlayerSpeed * SetPlayerFade * GetPlayerFade * SetPlayerArrow * SetPlayerCheckpoint * DisablePlayerCheckpoint * PlaySoundForPlayer * StopSoundForPlayer * TogglePlayerWidescreen * SetPlayerRadarGrey * TogglePlayerRadio * TogglePlayerHUD * GetPlayerResolution * GameTextForPlayer * GetPlayerMenuID * SetPlayerHealthBar * SetPlayerMoneyFont * GetPlayerInterior * SetPlayerInterior * GetPlayerControls * SetPlayerControls * SetPlayerStamina * GetPlayerStamina * SetPlayerBreathStamina * GetPlayerBreathStamina * GetPlayerAir * SetPlayerAir * ToggleInfiniteRun * SetPlayerHealth * GetPlayerHealth * SetPlayerArmour * GetPlayerArmour * KillPlayer * IsPlayerAdmin * SetPlayerAdmin * Kick * Ban * GetPlayerIP * GetPlayerPing * SetPlayerScore * GetPlayerScore * SendPlayerMessage * GetPlayerName * SetPlayerName * SetPlayerColour * GetPlayerColour * Say * GetPlayerHWID * ShowPlayerMarker * ShowPlayerTag * CreatePlayerMenuItem * DestroyPlayerMenuItem * CreateIngameMenu * SetPlayerMenuItem * GetPlayerMenuItem * DestroyIngameMenu * TextBoxTLS * TextBoxTLL * TextBoxC * TextBotLL * TextBoxTC */ native Wait(playerid,ms); native TogglePlayerControllable(playerid,bool:toggle); native IsPlayerControllable(playerid); native CreateClass(skin,Float:x,Float:y,Float:z,Float:rotation,...); native DestroyClass(classid); native GetClassInfo(&skin,&Float:x,&Float:y,&Float:z,&Float:rotation); native DoesClassContainWeapon(classid,weaponid); native GetClassWeaponAmmo(classid,weaponid); native SetClassInfo(classid,skin,Float:x,Float:y,Float:z,Float:rotation,...); native SetSpawnInfo(playerid,skin,Float:x,Float:y,Float:z,Float:rotation,...); native GetPlayerClass(playerid); native SetPlayerClass(playerid,classid); native GetPlayerSkin(playerid); native SetPlayerSkin(playerid,skinid); native IsPlayerSpawned(playerid); native IsPlayerHeadless(playerid); native SpawnPlayer(playerid); native SetPlayerSize(playerid,Float:size); native SetPlayerVisibility(playerid,playerid2,bool:on); native GetActorVisibility(playerid,playerid2); native ShakeCamera(playerid,ms); native SetPlayerCameraFollow(playerid,type,id,cameramode); native ResetPlayerCamera(playerid); native SetPlayerCameraPos(playerid,Float:x,Float:y,Float:z); native SetPlayerCameraRot(playerid,Float:rX,Float:rY,Float:rZ); native PointPlayerCamera(playerid,Float:x,Float:y,Float:z); native GetPlayerCameraPos(playerid,&Float:x,&Float:y,&Float:z); native SetPlayerDrunkVisuals(playerid,ms); native GetPlayerCameraPoint(playerid,&Float:x,&Float:y,&Float:z); native JigglePlayerCamera(playerid,time,intensity); native SetPlayerTime(playerid,hours,minutes); native GetPlayerTime(playerid,&hours,&minutes); native SetPlayerDay(playerid,day); native GetPlayerDay(playerid); native SetPlayerWeather(playerid,weatherid); native GetPlayerWeather(playerid); native GetPlayerZone(playerid); native SetPlayerWaterHeight(playerid,Float:z); native Float:GetPlayerWaterHeight(playerid); native SetPlayerWaveHeight(playerid,Float:z); native Float:GetPlayerWaveHeight(playerid); native SetPlayerCloudDensity(playerid,density); native GetPlayerCloudDensity(playerid); native SetPlayerSolidWater(playerid,bool:toggle); native GetPlayerSolidWater(playerid); native SetPlayerWorldBounds(playerid,Float:minx,Float:maxx,Float:miny,Float:maxy,Float:minz = -10000.0,Float:maxz = 10000.0); native GetPlayerWorldBounds(playerid,&Float:minx,&Float:maxx,&Float:miny,&Float:maxy,&Float:minz,&Float:maxz); native IsPlayerTouchingWater(playerid); native GetPlayerVehicleID(playerid); native IsPlayerInAnyVehicle(playerid); native IsPlayerInVehicle(playerid,vehicleid); native IsPlayerHonking(playerid); native TogglePlayerTrappedInVehicle(playerid,bool:toggle); native RemovePlayerFromVehicle(playerid); native SetPlayerRC(playerid,vehicleid,bool:on); native GetPlayerRC(playerid); native ExitPlayerRC(playerid); native SetPlayerMaxFlyHeight(playerid,Float:z); native Float:GetPlayerMaxFlyHeight(playerid); native SetPlayerDrivingSkill(playerid,skill); native GetPlayerDrivingSkill(playerid); native SetPlayerFlyingSkill(playerid,skill); native GetPlayerFlyingSkill(playerid); native SetPlayerBikeSkill(playerid,skill); native GetPlayerBikeSkill(playerid); native SetPlayerCycleSkill(playerid,skill); native GetPlayerCycleSkill(playerid); native TogglePlayerFreePayNSpray(playerid,bool:toggle); native PutPlayerInVehicle(playerid,vehicleid,seatid); native GetPlayerSeat(playerid); native GetPlayerPos(playerid,&Float:x,&Float:y,&Float:z); native SetPlayerPos(playerid,Float:x,Float:y,Float:z); native Float:GetPlayerAngle(playerid); native SetPlayerAngle(playerid,Float:a); native GetPlayerTargetPos(playerid,&Float:x,&Float:y,&Float:z); native GetPlayerState(playerid); native DidPlayerCollide(playerid,type,id); native PlayerSpotted(playerid,type,id); native GetPlayerRot(playerid,&Float:rX,&Float:rY,&Float:rZ); native GivePlayerMoney(playerid,money); native GetPlayerMoney(playerid,money); native ResetPlayerMoney(playerid); native SetPlayerWantedLevel(playerid,wanted); native GetPlayerWantedLevel(playerid); native ResetPlayerWantedLevel(playerid); native PlayPoliceReport(playerid,Float:x,Float:y,Float:z); native GivePlayerAmmo(playerid,ammo); native GivePlayerWeapon(playerid,weaponid,ammo); native GetPlayerAmmo(playerid); native GetPlayerWeapon(playerid); native GetPlayerWeaponData(playerid,slot,&weapons,&ammo); native SetPlayerMeleeStyle(playerid,style); native GetPlayerMeleeStyle(playerid); native SetPlayerWeaponSkill(playerid,weaponid,Float:skill); native Float:GetPlayerWeaponSkill(playerid,weaponid); native SetPlayerWeaponShootable(playerid,bool:toggle); native SetPlayerWeaponScrollable(playerid,bool:toggle); native IsPlayerOnJetpack(playerid); native GetPlayerWeaponSlot(playerid); native SetPlayerMegaJump(playerid,bool:toggle); native TogglePlayerFastReload(playerid,bool:toggle); native SetPlayerImmunity(playerid,immunityid,bool:on); native IsPlayerImmuneTo(playerid,immunityid); native TogglePlayerConstantBleeding(actorid,bool:toggle); native IsPlayerConstantlyBleeding(actorid); native ResetPlayerWeapons(playerid); native SetPlayerTargetable(playerid,playerid2,bool:on); native GetPlayerTargetable(playerid,playerid2); native SetPlayerJetpack(playerid,bool:on); native SetPlayerGameSpeed(playerid,Float:gamespeed); native Float:GetPlayerGameSpeed(playerid); native SetPlayerGravity(playerid,Float:gravity); native Float:GetPlayerGravity(playerid); native Float:GetPlayerSpeed(playerid); native SetPlayerFade(playerid,colour,bool:out,ms); native GetPlayerFade(playerid); native SetPlayerArrow(playerid,type,id,bool:on); native SetPlayerCheckpoint(playerid,Float:x,Float:y,Float:z,Float:radius); native DisablePlayerCheckpoint(playerid); native PlaySoundForPlayer(playerid,soundid,Float:x,Float:y,Float:z); native StopSoundForPlayer(playerid); native TogglePlayerWidescreen(playerid,bool:toggle); native SetPlayerRadarGrey(playerid,bool:toggle); native TogglePlayerRadio(playerid,bool:toggle); native TogglePlayerHud(playerid,bool:toggle); native GetPlayerResolution(playerid,&Float:x,&Float:y); native GameTextForPlayer(playerid,const string[],time,style); native GetPlayerMenuId(playerid); native SetPlayerHealthBarColour(playerid,colour); native SetPlayerMoneyFontColour(playerid,colour); native GetPlayerInterior(playerid); native SetPlayerInterior(playerid); native GetPlayerControls(playerid); native SetPlayerControls(playerid); native SetPlayerStamina(playerid,stamina); native GetPlayerStamina(playerid); native SetPlayerBreathStamina(playerid,stamina); native GetPlayerBreathStamina(playerid); native GetPlayerAir(playerid); native SetPlayerAir(playerid,air); native TogglePlayerInfiniteRun(playerid,bool:toggle); native SetPlayerHealth(playerid,Float:health); native Float:GetPlayerHealth(playerid); native SetPlayerArmour(playerid,Float:armour); native Float:GetPlayerArmour(playerid); native KillPlayer(playerid); native IsPlayerAdmin(playerid); native SetPlayerAdmin(playerid,bool:admin); native Kick(playerid); native Ban(playerid); native GetPlayerIP(playerid,ip[],len = sizeof(ip)); native GetPlayerPing(playerid); native SetPlayerScore(playerid,score); native GetPlayerScore(playerid); native SendPlayerMessage(playerid,color,const message[]); native GetPlayerName(playerid,name[],len = sizeof(name)); native SetPlayerName(playerid,name[]); native SetPlayerColour(playerid,colour); native GetPlayerColour(playerid); native Say(playerid,text[]); native GetPlayerHwId(playerid); native ShowPlayerMarker(playerid,bool:show); native ShowPlayerTag(playerid,bool:show); native CreatePlayerMenuItem(playerid,...,const string[]); native DestroyPlayerMenuItem(menuid); native CreateIngameMenu(const name[],levels); native SetPlayerMenuItem(imenuid,level,const string[]); native DestroyIngameMenu(imenuid); native TextBoxTL(playerid,const string[],time); native TextBoxC(playerid,const string[],time); native TextBoxL(playerid,const string[],time); native TextBoxTC(playerid,const string[],time); // Actors /* * CreateActor * DestroyActor * GetActorSkin * SetActorSkin * SetActorVisibility * GetActorVisibility * GetActorPos * SetActorPos * SetActorAngle * GetActorAngle * SetActorTargetPos * GetActorTargetPos * SetActorState * GetActorState * SetActorAnimation * SetActorLookAt * SetActorRotateToPos * SetActorHoldObject * GetActorRot * SetActorSwimmingSpeed * GetActorSwimmingSpeed * SetActorMotion * SetActorDriveTo * GetActorDriveTo * SetActorDriveBehaviour * GetActorDriveBehaviour * SetActorDriveMaxSpeed * GetActorDriveMaxSpeed * SetActorBehaviour * GetActorBehaviour * SetActorAccuracy * GetActorAccuracy * SetActorDefence * GetActorDefence * ActorSpotted * SetActorIgnorePlayer * SetActorGoto * ActorJackCar * SetActorRunaway * SetActorWander * SetActorAttack * SetActorFollow * ClearActorObjective * SetActorJumpAway * SetActorChat * SetActorBust * SetActorSupportFire * SetActorTemper * SetActorPedType * SetActorGreet * GetActorVehicleID * IsActorInAnyVehicle * IsActorInVehicle * PutActorInVehicle * GetActorSeat * RemoveActorFromVehicle * GiveActorAmmo * GetActorAmmo * GiveActorWeapon * SetActorWeapon * GetActorWeapon * SetActorImmunities * IsActorImmuneTo * ToggleActorConstantBleeding * IsActorConstantlyBleeding * DidActorCollide * GetActorWeaponData * ResetActorWeapons * SetActorTargetable * IsActorOnJetpack * SetActorJetpack * SetActorWeaponSkill * GetActorWeaponSkill * SetActorMeleeStyle * SetActorHealth * GetActorHealth * KillActor * SetActorArmour * GetActorArmour * GiveActorMoney * GetActorMoney * ResetActorMoney * IsActorTouchingWater * SetActorWorldBounds * GetActorWorldBounds * GetActorZone * GetActorSpeed * GetActorInterior * SetActorInterior */ native CreateActor(model,Float:x,Float:y,Float:z,Float:a); native DestroyActor(actorid); native SetActorSkin(actorid,skinid); native GetActorSkin(actorid); native SetActorVisibility(actorid,playerid,bool:on); native GetActorVisibility(actorid,playerid); native IsActorHeadless(actorid); native GetActorPos(actorid,&Float:x,&Float:y,&Float:z); native SetActorPos(actorid,Float:x,Float:y,Float:z); native SetActorAngle(actorid,Float:a); native Float:GetActorAngle(actorid); native SetActorTargetPos(actorid,Float:x,Float:y,Float:z); native GetActorTargetPos(actorid,&Float:x,&Float:y,&Float:z); native SetActorState(actorid,state); native GetActorState(actorid); native SetActorAnimation(actorid,amination,speed); native SetActorLookAt(actorid,Float:x,Float:y,Float:z); native SetActorRotateToPos(actorid,Float:x,Float:y,Float:z,time); native SetActorHoldObject(actorid,playerid,objectid); native GetActorRot(actorid,&Float:rX,&Float:rY,&Float:rZ); native SetActorSwimmingSpeed(actorid,Float:speed); native Float:GetActorSwimmingSpeed(actorid); native SetActorMotion(actorid,motionid); native SetActorDriveTo(actorid,Float:x,Float:y,Float:z); native GetActorDriveTo(actorid,&Float:x,&Float:y,&Float:z); native SetActorDriveBehaviour(actorid,behaviourid); native GetActorDriveBehaviour(actorid); native SetActorDriveMaxSpeed(actorid,Float:speed); antive Float:GetActorDriveMaxSpeed(actorid); native SetActorAccuracy(actorid,accuracy); native GetActorAccuracy(actorid); native SetActorDefence(actorid,defenceid); native GetActorDefence(actorid); native ActorSpotted(actorid,type,id); native SetActorIgnorePlayer(actorid,playerid,bool:on); native SetActorGoto(actorid,Float:x,Float:y,Float:z); native ActorJackCar(actorid,vehicleid); native SetActorRunaway(actorid,Float:x,Float:y,Float:z,time); native SetActorWander(actorid,bool:on); native SetActorAttack(actorid,type,id); native SetActorFollow(actorid,type,id); native ClearActorObjective(actorid); native SetActorJumpAway(actorid,Float:x,Float:y); native SetActorChat(actorid,type,id); native SetActorBust(actorid,type,id); native SetActorSupportFire(actorid,playerid); native SetActorTemper(actorid,temper); native SetActorPedType(actorid,pedtype); native SetActorGreet(actorid,type,id); native GetActorVehicleID(actorid); native IsActorInAnyVehicle(actorid); native IsActorInVehicle(actorid,vehicleid); native PutActorInVehicle(actorid,vehicleid,seatid); native GetActorSeat(actorid); native RemoveActorFromVehicle(actorid); native GiveActorAmmo(actorid,ammo); native GetActorAmmo(actorid); native GiveActorWeapon(actorid,...); native SetActorWeapon(actorid,weaponid); native GetActorWeapon(actorid); native SetActorImmunities(actorid,immunityid,bool:on); native IsActorImmuneTo(actorid,immunityid); native ToggleActorConstantBleeding(actorid,bool:toggle); native IsActorConstantlyBleeding(actorid); native DidActorCollide(actorid,type,id); native GetActorWeaponData(actorid,slot,&weapons,&ammo); native ResetActorWeapons(actorid); native SetActorTargetable(actorid,playerid,bool:on); native GetActorTargetable(actorid,playerid); native IsActorOnJetpack(actorid); native SetActorJetpack(actorid,bool:on); native SetActorWeaponSkill(actorid,skill); native GetActorWeaponSkill(actorid); native SetActorMeleeStyle(actorid,style); native SetActorHealth(actorid,Float:health); native Float:GetActorHealth(actorid); native KillActor(actorid); native SetActorArmour(actorid,Float:armour); native Float:GetActorArmour(actorid); native GiveActorMoney(actorid,money); native GetActorMoney(actorid); native ResetActorMoney(actorid); native IsActorTouchingWater(actorid); native SetActorWorldBounds(actorid,Float:minx,Float:maxx,Float:miny,Float:maxy,Float:minz = -10000.0,Float:maxz = 10000.0); native GetActorWorldBounds(actorid,&Float:minx,&Float:maxx,&Float:miny,&Float:maxy,&Float:minz,&Float:maxz); native GetActorZone(actorid); native Float:GetActorSpeed(actorid); native GetActorInterior(actorid); native SetActorInterior(actorid,interiorid); // Vehicles /* * ToggleGarageActiveForVehicle * GetVehicleZone * CreateVehicle * DestroyVehicle * GetVehicleModel * SetVehicleModel * GetVehicleMaxPassengers * SetVehicleColour * GetVehicleColour * SetVehicleVisibility * IsVehicleVisible * ToggleTiresPoppable * SetVehiclePaintjob * GetVehiclePaintjob * SetVehicleHydraulics * GetVehicleHydraulics * ToggleVehicleVisibleDamage * GetVehicleMaxDoors * AddVehicleNitro * SetVehicleLicensePlate * GetVehiclePos * SetVehiclePos * SetVehicleAngle * GetVehicleAngle * GetVehicleWeight * SetVehicleWeight * GetVehicleTurnMass * SetVehicleTurnMass * GetVehicleRot * SetVehicleRot * SetVehicleHealth * GetVehicleHealth * SetVehicleHandling * GetVehicleHandling * GetVehiclePassengers * IsAirbourne * IsFlipped * IsVehicleOnFire * SetVehicleLocked * ExplodeVehicle * SetVehicleImmunity * IsVehicleImmuneTo * StopVehicle * ToggleVehicleSiren * SetVehicleAction * FireVehicleGuns * ToggleVehicleHeadlights * GetVehicleSiren * GetVehicleHeadlights * ToggleVehicleLandingGear * GetVehicleLandingGear * GetVehicleSpeed * SetVehicleInstantSpeed * SetTrainAcceleration * SetTrainSpeed * GetTrainAcceleration * GetTrainSpeed * GetVehicleTires * SetVehicleTires * GetVehicleDoors * SetVehicleDoors * AttachTrailerToVehicle * DetachTrailerFromVehicle * GetTrailerAttached * GetVehicleInterior * SetVehicleInterior */ native ToggleGarageActiveForVehicle(vehicleid,garageid,bool:active); native GetVehicleZone(vehicleid); native CreateVehicle(model,Float:x,Float:y,Float:z,Float:a,col1,col2,respawn_time); native DestroyVehicle(vehicleid); native GetVehicleModel(vehicleid); native SetVehicleModel(vehicleid,model); native GetVehicleMaxPassengers(vehicleid); native SetVehicleColour(vehicleid,col1,col2); native GetVehicleColour(vehicleid,&col1,&col2); native SetVehicleVisibility(vehicleid,playerid,bool:on); native IsVehicleVisible(vehicleid,playerid); native ToggleTiresPoppable(vehicleid,bool:toggle); native SetVehiclePaintjob(vehicleid,paintjobid); native GetVehiclePaintjob(vehicleid); native SetVehicleHydraulics(vehicleid,hydra); native GetVehicleHydraulics(vehicleid); native ToggleVehicleVisibleDamage(vehicleid,bool:toggle); native GetVehicleMaxDoors(vehicleid); native AddVehicleNitro(vehicleid); native SetVehicleLicensePlate(vehicleid,plate[]); native GetVehiclePos(vehicleid,&Float:x,&Float:y,&Float:z); native SetVehiclePos(vehicleid,Float:x,Float:y,Float:z); native SetVehicleAngle(vehicleid,Float:a); native Float:GetVehicleAngle(vehicleid); native Float:GetVehicleWeight(vehicleid); native SetVehicleWeight(vehicleid,Float:weight); native Float:GetVehicleTurnMass(vehicleid); native SetVehicleTurnMass(vehicleid,Float:mass); native GetVehicleRot(vehicleid,&Float:rX,&Float:rY,&Float:rZ); native SetVehicleRot(vehicleid,Float:rX,Float:rY,Float:rZ); native SetVehicleHealth(vehicleid,Float:health); native Float:GetVehicleHealth(vehicleid); native SetVehicleHandling(vehicleid,Float:handle); native Float:GetVehicleHandling(vehicleid); native GetVehiclePassengers(vehicleid); native IsAirbourne(vehicleid); native IsFlipped(vehicleid); native IsVehicleOnFire(vehicleid); native SetVehicleLocked(vehicleid,playerid,bool:locked); native ExplodeVehicle(vehicleid); native SetVehicleImmunities(vehicleid,immunityid); native IsVehicleImmuneTo(vehicleid,immunityid); native StopVehicle(vehicleid); native ToggleVehicleSiren(vehicleid,bool:toggle); native SetVehicleAction(vehicleid,action); native FireVehicleGuns(vehicleid); native ToggleVehicleHeadlights(vehicleid,bool:toggle); native GetVehicleSiren(vehicleid); native GetVehicleHeadlights(vehicleid); native ToggleVehicleLandingGear(vehicleid,bool:toggle); native GetVehicleLandingGear(vehicleid); native Float:GetVehicleSpeed(vehicleid); native SetVehicleInstantSpeed(vehicleid,Float:speed); native SetTrainAccelaration(vehicleid,Float:acc); native SetTrainSpeed(vehicleid,Float:speed); native Float:GetTrainAcceleration(vehicleid); native Float:GetTrainSpeed(vehicleid); native GetVehicleTires(vehicleid,&tire1,&tire2,&tire3,&tire4); native SetVehicleTires(vehicleid,tire1,tire2,tire3,tire4); native GetVehicelDoors(vehicleid,&door1,&door2,&door3,&door4); native SetVehicleDoors(vehicleid,door1,door2,door3,door4); native AttachTrailerToVehicle(trailerid,vehicleid); native DetachTrailerFromVehicle(vehicleid); native GetTrailerAttached(vehicleid); native GetVehicleInterior(vehicleid); native SetVehicleInterior(vehicleid); // Objects /* * CreateObject * DestroyObject * SetObjectVisibility * IsObjectVisible * ToggleObjectMovable * SetObjectIndestructible * IsObjectIndestructible * SetObjectLiftable * IsObjectLiftable * SetObjectAngle * GetObjectAngle * SetObjectPos * GetObjectPos * SetObjectRot * GetObjectRot * SetObjectMotion * StopObjectMotion * SetObjectMotionEx * ThrowObject * SetObjectAnimation * IsObjectInWater * GetObjectInterior * SetObjectInterior */ native CreateObject(playerid,model,Float:x,Float:y,Float:z,Float:rX,Float:rY,Float:rZ); native DestroyObject(playerid,objectid); native SetObjectVisibility(playerid,objectid,bool:toggle); native IsObjectVisible(playerid,objectid); native ToggleObjectMovable(playerid,objectid,bool:toggle); native SetObjectIndestructible(playerid,objectid,bool:toggle); native IsObjectIndestructible(playerid,objectid); native SetObjectLiftable(playerid,objectid,bool:liftable); native IsObjectLiftable(playerid,objectid); native SetObjectAngle(playerid,objectid,Float:a); native Float:GetObjectAngle(playerid,objectid); native SetObjectPos(playerid,objectid,Float:x,Float:y,Float:z); native GetObjectPos(playerid,objectid,&Float:x,&Float:y,&Float:z); native SetObjectRot(playerid,objectid,Float:rX,Float:rY,Float:rZ); native GetObjectRot(playerid,objectid,&Float:rX,&Float:rY,&Float:rZ); native SetObjectMotion(playerid,objectid,Float:x,Float:y,Float:z,Float:speed); native StopObjectMotion(playerid,objectid); native SetObjectMotionEx(playerid,objectid,Float:rX,Float:rY,Float:rZ,Float:speed); native ThrowObject(playerid,objectid,Float:x,Float:y,Float:z); native SetObjectAnimation(playerid,objectid,animation); native IsObjectInWater(playerid,objectid); native GetObjectInterior(playerid,objectid); native SetObjectInterior(playerid,objectid,interiorid); // Markers /* * CreateMarker * DestroyMarker * SetMarkerVisibility * IsMarkerVisible * GetMarkerColour * SetMarkerColour * GetMarkerPos * SetMarkerPos */ native CreateMarker(playerid,Float:x,Float:y,colour); native DestroyMarker(playerid,markerid); native SetMarkerVisibility(playerid,markerid,bool:invisible = true); native IsMarkerVisible(playerid,markerid); native GetMarkerColour(playerid,markerid); native SetMarkerColour(playerid,markerid,colour); native GetMarkerPos(playerid,markerid,&Float:x,&Float:y); native SetMarkerPos(playerid,markerid,Float:x,Float:y); // Icons /* * CreateIcon * DestroyIcon * GetIcon * SetIcon * GetIconPos * SetIconPos */ native CreateIcon(playerid,icon,Float:x,Float:y); native DestroyIcon(playerid,iconid); native GetIcon(playerid,iconid); native SetIcon(playerid,iconid,icon); native GetIconPos(playerid,icon,&Float:x,&Float:y); native SetIconPos(playerid,icon,Float:x,Float:y); // Pickups /* * CreatePickup * DestroyPickup * IsPickupUsed * GetPickupPos */ native CreatePickup(model,type,Float:x,Float:y,Float:z); native DestroyPickup(pickupid); native IsPickupUsed(pickupid); native GetPickupPos(pickupid,&Float:x,&Float:y,&Float:z); // Fires /* * CreateFire * DestroyFire * RemoveAllFires * IsFireExstinguished * GetFirePos * CreateFireOn */ native CreateFire(Float:x,Float:y,Float:z,Float:size,Float:propagation); native DestroyFire(fireid); native RemoveAllFires(); native IsFireExtinguished(fireid); native CreateFireOn(type,id); native GetFirePos(fireid,&Float:x,&Float:y,&Float:z); // Lights /* * CreateSearchlight * DestroySearchlight * IsSearchlightActive * SetSearchlightSearch * SetSearchlightFollow * ToggleSearchlightThroughSolid */ native CreateSearchlight(Float:x,Float:y,Float:z,Float:x2,Float:y2,Float:z2,Float:r1,Float:r2); native DestroySearchlight(lightid); native IsSearchlightActive(lightid); native SetSearchlightSearch(lightid,Float:x,Float:y,Float:z,Float:speed); native SetSearchlightFollow(lightid,type,id); native ToggleSearchlightThroughSolid(lightid,bool:toggle); // Enex's /* * CreateEnex * DestroyEnex */ native CreateEnex(Float:x,Float:y,Float:z,colour); native DestroyEnex(enexid); // Server /* * print * printf * format * SendDeathMessage * SetTimer * KillTimer * CallLocalFunction * CallRemoteFunction * FunctionExists * GetFunctionParams * GetFunctionParamType * GetTickCount * GetMaxPlayers * SetMaxPlayers * asin * acos * atan * SetGameModeText * GetGameModeText * GameModeExit * SendRconCommand * Echo */ native print(const string[]); native printf(const format[],{Float,_}:...); native format(output[],const format[],{Float,_}:...,len = sizeof(output)); native SendDeathMessage(killer,killee,weapon); native SetTimer(funcname[],interval,repeating,{Float,_}:...); native KillTimer(timerid); native CallLocalFunction(funcname[],{Float,_}:...); native CallRemoteFunction(funcname[],{Float,_}:...); native FunctionExists(funcname[]); native GetFunctionParams(funcname[]); native GetFunctionParamType(funcname[],param); native GetTickCount(); native GetMaxPlayers(); native SetMaxPlayers(players); native Float:asin(Float:value); native Float:acos(Float:value); native Float:atan(Float:value); native SetGameModeText(const string[]); native GetGameModeText(string[]); native GameModeExit(); native SendRconCommand(command[]); native Echo(text[]); // Other /* * CreateExplosion * SetGarageType * SetGarageState * GetGarageState * ToggleRubbish * ToggleDecapitation * ToggleTrains * CreateFlash * EnableMotionBlue * ToggleBubbleCars * EnableZoneNames * EnableVertigo * EnableHaze */ native CreateExplosion(type,Float:x,Float:y,Float:z,Float:radius); native SetGarageType(garageid,type); native SetGarageState(garageid,state); native GetGarageState(garageid); native ToggleRubbish(bool:toggle); native ToggleDecapitation(bool:toggle); native ToggleTrains(bool:toggle); native CreateFlash(Float:x,Float:y,Float:z,colour,Float:radius); native EnableMotionBlur(bool:enable); native ToggleBubbleCars(bool:toggle); native EnableZoneNames(bool:enable); native EnableVertigo(bool:enable); native EnableHaze(bool:enable); #endif