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a_players.inc

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  1. /*  SA-MP Player Functions
  2.  *
  3.  *  (c) Copyright 2005-2015, SA-MP Team
  4.  *
  5.  */
  6.  
  7. #if defined _players_included
  8.     #endinput
  9. #endif
  10. #define _players_included
  11. #pragma library players
  12.  
  13. #define SPECIAL_ACTION_NONE             0
  14. #define SPECIAL_ACTION_DUCK             1
  15. #define SPECIAL_ACTION_USEJETPACK       2
  16. #define SPECIAL_ACTION_ENTER_VEHICLE    3
  17. #define SPECIAL_ACTION_EXIT_VEHICLE     4
  18. #define SPECIAL_ACTION_DANCE1           5
  19. #define SPECIAL_ACTION_DANCE2           6
  20. #define SPECIAL_ACTION_DANCE3           7
  21. #define SPECIAL_ACTION_DANCE4           8
  22. #define SPECIAL_ACTION_HANDSUP          10
  23. #define SPECIAL_ACTION_USECELLPHONE     11
  24. #define SPECIAL_ACTION_SITTING          12
  25. #define SPECIAL_ACTION_STOPUSECELLPHONE 13
  26. #define SPECIAL_ACTION_DRINK_BEER       20
  27. #define SPECIAL_ACTION_SMOKE_CIGGY      21
  28. #define SPECIAL_ACTION_DRINK_WINE       22
  29. #define SPECIAL_ACTION_DRINK_SPRUNK     23
  30. #define SPECIAL_ACTION_CUFFED           24
  31. #define SPECIAL_ACTION_CARRY            25
  32.  
  33. #define FIGHT_STYLE_NORMAL              4
  34. #define FIGHT_STYLE_BOXING              5
  35. #define FIGHT_STYLE_KUNGFU              6
  36. #define FIGHT_STYLE_KNEEHEAD            7
  37. #define FIGHT_STYLE_GRABKICK            15
  38. #define FIGHT_STYLE_ELBOW               16
  39.  
  40. #define WEAPONSKILL_PISTOL              0
  41. #define WEAPONSKILL_PISTOL_SILENCED     1
  42. #define WEAPONSKILL_DESERT_EAGLE        2
  43. #define WEAPONSKILL_SHOTGUN             3
  44. #define WEAPONSKILL_SAWNOFF_SHOTGUN     4
  45. #define WEAPONSKILL_SPAS12_SHOTGUN      5
  46. #define WEAPONSKILL_MICRO_UZI           6
  47. #define WEAPONSKILL_MP5                 7
  48. #define WEAPONSKILL_AK47                8
  49. #define WEAPONSKILL_M4                  9
  50. #define WEAPONSKILL_SNIPERRIFLE         10
  51.  
  52. #define WEAPONSTATE_UNKNOWN             -1
  53. #define WEAPONSTATE_NO_BULLETS          0
  54. #define WEAPONSTATE_LAST_BULLET         1
  55. #define WEAPONSTATE_MORE_BULLETS        2
  56. #define WEAPONSTATE_RELOADING           3
  57.  
  58. // Player
  59. native SetSpawnInfo(playerid, team, skin, Float:x, Float:y, Float:z, Float:rotation, weapon1, weapon1_ammo, weapon2, weapon2_ammo, weapon3, weapon3_ammo);
  60. native SpawnPlayer(playerid);
  61.  
  62. // Player info
  63. native SetPlayerPos(playerid, Float:x, Float:y, Float:z);
  64. native SetPlayerPosFindZ(playerid, Float:x, Float:y, Float:z);
  65. native GetPlayerPos(playerid, &Float:x, &Float:y, &Float:z);
  66. native SetPlayerFacingAngle(playerid,Float:ang);
  67. native GetPlayerFacingAngle(playerid,&Float:ang);
  68. native IsPlayerInRangeOfPoint(playerid, Float:range, Float:x, Float:y, Float:z);
  69. native Float:GetPlayerDistanceFromPoint(playerid, Float:X, Float:Y, Float:Z);
  70. native IsPlayerStreamedIn(playerid, forplayerid);
  71. native SetPlayerInterior(playerid,interiorid);
  72. native GetPlayerInterior(playerid);
  73. native SetPlayerHealth(playerid, Float:health);
  74. native GetPlayerHealth(playerid, &Float:health);
  75. native SetPlayerArmour(playerid, Float:armour);
  76. native GetPlayerArmour(playerid, &Float:armour);
  77. native SetPlayerAmmo(playerid, weaponslot, ammo);
  78. native GetPlayerAmmo(playerid);
  79. native GetPlayerWeaponState(playerid);
  80. native GetPlayerTargetPlayer(playerid);
  81. native GetPlayerTargetActor(playerid);
  82. native SetPlayerTeam(playerid, teamid);
  83. native GetPlayerTeam(playerid);
  84. native SetPlayerScore(playerid,score);
  85. native GetPlayerScore(playerid);
  86. native GetPlayerDrunkLevel(playerid);
  87. native SetPlayerDrunkLevel(playerid, level);
  88. native SetPlayerColor(playerid,color);
  89. native GetPlayerColor(playerid);
  90. native SetPlayerSkin(playerid, skinid);
  91. native GetPlayerSkin(playerid);
  92. native GivePlayerWeapon(playerid, weaponid, ammo);
  93. native ResetPlayerWeapons(playerid);
  94. native SetPlayerArmedWeapon(playerid, weaponid);
  95. native GetPlayerWeaponData(playerid, slot, &weapons, &ammo);
  96. native GivePlayerMoney(playerid,money);
  97. native ResetPlayerMoney(playerid);
  98. native SetPlayerName(playerid, const name[]);
  99. native GetPlayerMoney(playerid);
  100. native GetPlayerState(playerid);
  101. native GetPlayerIp(playerid, name[], len);
  102. native GetPlayerPing(playerid);
  103. native GetPlayerWeapon(playerid);
  104. native GetPlayerKeys(playerid, &keys, &updown, &leftright);
  105. native GetPlayerName(playerid, const name[], len);
  106. native SetPlayerTime(playerid, hour, minute);
  107. native GetPlayerTime(playerid, &hour, &minute);
  108. native TogglePlayerClock(playerid, toggle);
  109. native SetPlayerWeather(playerid, weather);
  110. native ForceClassSelection(playerid);
  111. native SetPlayerWantedLevel(playerid, level);
  112. native GetPlayerWantedLevel(playerid);
  113. native SetPlayerFightingStyle(playerid, style);
  114. native GetPlayerFightingStyle(playerid);
  115. native SetPlayerVelocity(playerid, Float:X, Float:Y, Float:Z);
  116. native GetPlayerVelocity( playerid, &Float:X, &Float:Y, &Float:Z );
  117. native PlayCrimeReportForPlayer(playerid, suspectid, crime);
  118. native PlayAudioStreamForPlayer(playerid, url[], Float:posX = 0.0, Float:posY = 0.0, Float:posZ = 0.0, Float:distance = 50.0, usepos = 0);
  119. native StopAudioStreamForPlayer(playerid);
  120. native SetPlayerShopName(playerid, shopname[]);
  121. native SetPlayerSkillLevel(playerid, skill, level);
  122. native GetPlayerSurfingVehicleID(playerid);
  123. native GetPlayerSurfingObjectID(playerid);
  124. native RemoveBuildingForPlayer(playerid, modelid, Float:fX, Float:fY, Float:fZ, Float:fRadius);
  125. native GetPlayerLastShotVectors(playerid, &Float:fOriginX, &Float:fOriginY, &Float:fOriginZ, &Float:fHitPosX, &Float:fHitPosY, &Float:fHitPosZ);
  126.  
  127. // Attached to bone objects
  128.  
  129. #define MAX_PLAYER_ATTACHED_OBJECTS 10 // This is the number of attached indexes available ie 10 = 0-9
  130.  
  131. native SetPlayerAttachedObject(playerid, index, modelid, bone, Float:fOffsetX = 0.0, Float:fOffsetY = 0.0, Float:fOffsetZ = 0.0, Float:fRotX = 0.0, Float:fRotY = 0.0, Float:fRotZ = 0.0, Float:fScaleX = 1.0, Float:fScaleY = 1.0, Float:fScaleZ = 1.0, materialcolor1 = 0, materialcolor2 = 0);
  132. native RemovePlayerAttachedObject(playerid, index);
  133. native IsPlayerAttachedObjectSlotUsed(playerid, index);
  134. native EditAttachedObject(playerid, index);
  135.  
  136. // Per-player TextDraws
  137. native PlayerText:CreatePlayerTextDraw(playerid, Float:x, Float:y, text[]);
  138. native PlayerTextDrawDestroy(playerid, PlayerText:text);
  139. native PlayerTextDrawLetterSize(playerid, PlayerText:text, Float:x, Float:y);
  140. native PlayerTextDrawTextSize(playerid, PlayerText:text, Float:x, Float:y);
  141. native PlayerTextDrawAlignment(playerid, PlayerText:text, alignment);
  142. native PlayerTextDrawColor(playerid, PlayerText:text, color);
  143. native PlayerTextDrawUseBox(playerid, PlayerText:text, use);
  144. native PlayerTextDrawBoxColor(playerid, PlayerText:text, color);
  145. native PlayerTextDrawSetShadow(playerid, PlayerText:text, size);
  146. native PlayerTextDrawSetOutline(playerid, PlayerText:text, size);
  147. native PlayerTextDrawBackgroundColor(playerid, PlayerText:text, color);
  148. native PlayerTextDrawFont(playerid, PlayerText:text, font);
  149. native PlayerTextDrawSetProportional(playerid, PlayerText:text, set);
  150. native PlayerTextDrawSetSelectable(playerid, PlayerText:text, set);
  151. native PlayerTextDrawShow(playerid, PlayerText:text);
  152. native PlayerTextDrawHide(playerid, PlayerText:text);
  153. native PlayerTextDrawSetString(playerid, PlayerText:text, string[]);
  154. native PlayerTextDrawSetPreviewModel(playerid, PlayerText:text, modelindex);
  155. native PlayerTextDrawSetPreviewRot(playerid, PlayerText:text, Float:fRotX, Float:fRotY, Float:fRotZ, Float:fZoom = 1.0);
  156. native PlayerTextDrawSetPreviewVehCol(playerid, PlayerText:text, color1, color2);
  157.  
  158. // Per-player variable system (PVars)
  159. native SetPVarInt(playerid, varname[], int_value);
  160. native GetPVarInt(playerid, varname[]);
  161. native SetPVarString(playerid, varname[], string_value[]);
  162. native GetPVarString(playerid, varname[], string_return[], len);
  163. native SetPVarFloat(playerid, varname[], Float:float_value);
  164. native Float:GetPVarFloat(playerid, varname[]);
  165. native DeletePVar(playerid, varname[]);
  166.  
  167. // PVar enumeration
  168. #define PLAYER_VARTYPE_NONE         0
  169. #define PLAYER_VARTYPE_INT          1
  170. #define PLAYER_VARTYPE_STRING       2
  171. #define PLAYER_VARTYPE_FLOAT        3
  172.  
  173. native GetPVarsUpperIndex(playerid);
  174. native GetPVarNameAtIndex(playerid, index, ret_varname[], ret_len);
  175. native GetPVarType(playerid, varname[]);
  176.  
  177. #define MAX_CHATBUBBLE_LENGTH 144
  178. native SetPlayerChatBubble(playerid, text[], color, Float:drawdistance, expiretime);
  179.  
  180. // Player control
  181. native PutPlayerInVehicle(playerid, vehicleid, seatid);
  182. native GetPlayerVehicleID(playerid);
  183. native GetPlayerVehicleSeat(playerid);
  184. native RemovePlayerFromVehicle(playerid);
  185. native TogglePlayerControllable(playerid, toggle);
  186. native PlayerPlaySound(playerid, soundid, Float:x, Float:y, Float:z);
  187. native ApplyAnimation(playerid, animlib[], animname[], Float:fDelta, loop, lockx, locky, freeze, time, forcesync = 0);
  188. native ClearAnimations(playerid, forcesync = 0);
  189. native GetPlayerAnimationIndex(playerid); // return the index of any running applied animations (0 if none are running)
  190. native GetAnimationName(index, animlib[], len1, animname[], len2); // get the animation lib/name for the index
  191. native GetPlayerSpecialAction(playerid);
  192. native SetPlayerSpecialAction(playerid,actionid);
  193. native DisableRemoteVehicleCollisions(playerid, disable);
  194.  
  195. // Player world/map related
  196. native SetPlayerCheckpoint(playerid, Float:x, Float:y, Float:z, Float:size);
  197. native DisablePlayerCheckpoint(playerid);
  198. native SetPlayerRaceCheckpoint(playerid, type, Float:x, Float:y, Float:z, Float:nextx, Float:nexty, Float:nextz, Float:size);
  199. native DisablePlayerRaceCheckpoint(playerid);
  200. native SetPlayerWorldBounds(playerid,Float:x_max,Float:x_min,Float:y_max,Float:y_min);
  201. native SetPlayerMarkerForPlayer(playerid, showplayerid, color);
  202. native ShowPlayerNameTagForPlayer(playerid, showplayerid, show);
  203.  
  204. #define MAPICON_LOCAL             0 // displays in the player's local are
  205. #define MAPICON_GLOBAL            1 // displays always
  206. #define MAPICON_LOCAL_CHECKPOINT  2 // displays in the player's local area and has a checkpoint marker
  207. #define MAPICON_GLOBAL_CHECKPOINT 3 // displays always and has a checkpoint marker
  208.  
  209. native SetPlayerMapIcon(playerid, iconid, Float:x, Float:y, Float:z, markertype, color, style = MAPICON_LOCAL);
  210. native RemovePlayerMapIcon(playerid, iconid);
  211.  
  212. native AllowPlayerTeleport(playerid, allow);
  213.  
  214. // Player camera
  215. native SetPlayerCameraPos(playerid,Float:x, Float:y, Float:z);
  216.  
  217. #define CAMERA_CUT  2
  218. #define CAMERA_MOVE 1
  219.  
  220. native SetPlayerCameraLookAt(playerid, Float:x, Float:y, Float:z, cut = CAMERA_CUT);
  221. native SetCameraBehindPlayer(playerid);
  222. native GetPlayerCameraPos(playerid, &Float:x, &Float:y, &Float:z);
  223. native GetPlayerCameraFrontVector(playerid, &Float:x, &Float:y, &Float:z);
  224. native GetPlayerCameraMode(playerid);
  225. native EnablePlayerCameraTarget(playerid, enable);
  226. native GetPlayerCameraTargetObject(playerid);
  227. native GetPlayerCameraTargetVehicle(playerid);
  228. native GetPlayerCameraTargetPlayer(playerid);
  229. native GetPlayerCameraTargetActor(playerid);
  230. native Float:GetPlayerCameraAspectRatio(playerid);
  231. native Float:GetPlayerCameraZoom(playerid);
  232. native AttachCameraToObject(playerid, objectid);
  233. native AttachCameraToPlayerObject(playerid, playerobjectid);
  234. native InterpolateCameraPos(playerid, Float:FromX, Float:FromY, Float:FromZ, Float:ToX, Float:ToY, Float:ToZ, time, cut = CAMERA_CUT);
  235. native InterpolateCameraLookAt(playerid, Float:FromX, Float:FromY, Float:FromZ, Float:ToX, Float:ToY, Float:ToZ, time, cut = CAMERA_CUT);
  236.  
  237. // Player conditionals
  238. native IsPlayerConnected(playerid);
  239. native IsPlayerInVehicle(playerid, vehicleid);
  240. native IsPlayerInAnyVehicle(playerid);
  241. native IsPlayerInCheckpoint(playerid);
  242. native IsPlayerInRaceCheckpoint(playerid);
  243.  
  244. // Virtual Worlds
  245. native SetPlayerVirtualWorld(playerid, worldid);
  246. native GetPlayerVirtualWorld(playerid);
  247.  
  248. // Insane Stunts
  249. native EnableStuntBonusForPlayer(playerid, enable);
  250. native EnableStuntBonusForAll(enable);
  251.  
  252. // Spectating
  253. #define SPECTATE_MODE_NORMAL    1
  254. #define SPECTATE_MODE_FIXED     2
  255. #define SPECTATE_MODE_SIDE      3
  256.  
  257. native TogglePlayerSpectating(playerid, toggle);
  258. native PlayerSpectatePlayer(playerid, targetplayerid, mode = SPECTATE_MODE_NORMAL);
  259. native PlayerSpectateVehicle(playerid, targetvehicleid, mode = SPECTATE_MODE_NORMAL);
  260.  
  261. // Recording for NPC playback
  262. #define PLAYER_RECORDING_TYPE_NONE      0
  263. #define PLAYER_RECORDING_TYPE_DRIVER    1
  264. #define PLAYER_RECORDING_TYPE_ONFOOT    2
  265.  
  266. native StartRecordingPlayerData(playerid, recordtype, recordname[]);
  267. native StopRecordingPlayerData(playerid);
  268.  
  269. native SelectTextDraw(playerid, hovercolor); // enables the mouse so the player can select a textdraw
  270. native CancelSelectTextDraw(playerid)// cancel textdraw selection with the mouse
  271.  
  272. // Explosion
  273. native CreateExplosionForPlayer(playerid, Float:X, Float:Y, Float:Z, type, Float:Radius);
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