Advertisement
RuiGy

rGutils 1.0

Jul 8th, 2012
428
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
Pawn 26.58 KB | None | 0 0
  1. /*----------------------------------------------------------------------------*\
  2.                             rGutils - Include
  3. Description:
  4.     This include contains several functions and macros
  5.     to make scripting faster.
  6. Version:
  7.     1.0 - 02:41 08/07/2012 - lines: 693 - length: 27200
  8.     1.1 - 17:42 08/07/2012 - lines: 694 - length: 27212
  9. Changelog:
  10.     -
  11. Author:
  12.     RuiGy.
  13. Thanks to:
  14.     SuperViper - Show me how to return a Float in a function.
  15. \*----------------------------------------------------------------------------*/
  16.  
  17. #include <a_samp>
  18.  
  19. #if defined _rgut_included
  20.     #endinput
  21. #endif
  22. #define _rgut_included
  23.  
  24. /*
  25. native SetPlayerPosEx(playerid, Float:x, Float:y, Float:z, Float:a);
  26. native IsPlayerInRangeOfVehicle(playerid, vehicleid, Float: radius);
  27. native GetPlayerDistanceFromVehicle(playerid, vehicleid);
  28. native GetPlayerDistanceFromPlayer(playerid, targetid);
  29. native TeleportPlayerToVehicle(playerid, vehicleid);
  30. native TeleportPlayerToPlayer(playerid, targetid);
  31. native SendAdminMessage(color, const message[]);
  32. native SetVehicleInterior(vehicleid, interior);
  33. native GivePlayerWantedLevel(playerid, level);
  34. native RemovePlayerWeapon(playerid, weaponid);
  35. native GetVehicleEngineStatus(vehicleid);
  36. native SetPlayerMoney(playerid, money);
  37. native GetPlayerFacingAnglef(playerid);
  38. native GetPlayerWeaponName(playerid);
  39. native GetVehicleHealthf(vehicleid);
  40. native GetVehicleZAnglef(vehicleid);
  41. native FreezePlayer(playerid, time);
  42. native IsVehicleOccupied(vehicleid);
  43. native ClearPlayerScreen(playerid);
  44. native GetPlayerArmourf(playerid);
  45. native GetPlayerHealthf(playerid);
  46. native IsPlayerSwimming(playerid);
  47. native IsVehicleLocked(vehicleid);
  48. native GetVehicleName(vehicleid);
  49. native UnlockVehicle(vehicleid);
  50. native GetWeaponNamef(weaponid);
  51. native GetPlayerNamef(playerid);
  52. native IsPlayerDriver(playerid);
  53. native GetPlayerIpf(playerid);
  54. native LockVehicle(vehicleid);
  55. native FlipVehicle(vehicleid);
  56. */
  57.  
  58. forward OnPlayerUnfreeze(playerid);
  59.  
  60. #define SetVehicleInterior LinkVehicleToInterior
  61.  
  62. /*----------------------------------------------------------------------------*\
  63.                 This function checks if a player is a driver.
  64.     Params:
  65.         * playerid: id of the player to check.
  66. \*----------------------------------------------------------------------------*/
  67. stock IsPlayerDriver(playerid)
  68. {
  69.     if(GetPlayerState(playerid) == PLAYER_STATE_DRIVER) return true;
  70.     return false;
  71. }
  72.  
  73. /*----------------------------------------------------------------------------*\
  74.                 This function checks if a player is Swimming(check by anim).
  75.     Params:
  76.         * playerid: id of the player to check.
  77. \*----------------------------------------------------------------------------*/
  78. stock IsPlayerSwimming(playerid)
  79. {
  80.     if(IsPlayerInAnyVehicle(playerid) || GetPlayerState(playerid) != PLAYER_STATE_ONFOOT) return 0;
  81.     new animlib[32], animname[32];
  82.     GetAnimationName(GetPlayerAnimationIndex(playerid),animlib,32,animname,32);
  83.     if(!strcmp(animlib, "SWIM", true) && !strcmp(animname, "SWIM_GLIDE", true)) return 1;
  84.     else if(!strcmp(animlib, "SWIM", true) && !strcmp(animname, "SWIM_BREAST", true)) return 1;
  85.     else if(!strcmp(animlib, "SWIM", true) && !strcmp(animname, "SWIM_CRAWL", true)) return 1;
  86.     else if(!strcmp(animlib, "SWIM", true) && !strcmp(animname, "SWIM_DIVE_UNDER", true)) return 1;
  87.     else if(!strcmp(animlib, "SWIM", true) && !strcmp(animname, "SWIM_DIVE_GLIDE", true)) return 1;
  88.     else if(!strcmp(animlib, "SWIM", true) && !strcmp(animname, "SWIM_UNDER", true)) return 1;
  89.     else if(!strcmp(animlib, "SWIM", true) && !strcmp(animname, "SWIM_TREAD", true)) return 1;
  90.     return 0;
  91. }
  92.  
  93. /*----------------------------------------------------------------------------*\
  94.                 This function returns the name of a player.
  95.     Params:
  96.         * playerid: id of the player to get the name.
  97. \*----------------------------------------------------------------------------*/
  98. stock GetPlayerNamef(playerid)
  99. {
  100.     new e_PLAYER_NAME[MAX_PLAYER_NAME];
  101.     GetPlayerName(playerid, e_PLAYER_NAME, MAX_PLAYER_NAME);
  102.     if(isnull(e_PLAYER_NAME)) e_PLAYER_NAME = "unknown";
  103.     return e_PLAYER_NAME;
  104. }
  105.  
  106. /*----------------------------------------------------------------------------*\
  107.                 This function returns the armour of a player .
  108.     Params:
  109.         * playerid: id of the player to get the armour.
  110. \*----------------------------------------------------------------------------*/
  111. stock Float:GetPlayerArmourf(playerid)
  112. {
  113.     new Float:f_PLAYER_AMOUR;
  114.     GetPlayerArmour(playerid, f_PLAYER_AMOUR);
  115.     return f_PLAYER_AMOUR;
  116. }
  117.  
  118. /*----------------------------------------------------------------------------*\
  119.                 This function returns the health of a player .
  120.     Params:
  121.         * playerid: id of the player to get the health.
  122. \*----------------------------------------------------------------------------*/
  123. stock Float:GetPlayerHealthf(playerid)
  124. {
  125.     new Float:f_PLAYER_HEALTH;
  126.     GetPlayerHealth(playerid, f_PLAYER_HEALTH);
  127.     return f_PLAYER_HEALTH;
  128. }
  129.  
  130. /*----------------------------------------------------------------------------*\
  131.                 This function returns the facing angle of a player
  132.                 .
  133.     Params:
  134.         * playerid: id of the player to get the f. angle.
  135. \*----------------------------------------------------------------------------*/
  136. stock Float:GetPlayerFacingAnglef(playerid)
  137. {
  138.     new Float:f_PLAYER_ANGLE;
  139.     GetPlayerFacingAngle(playerid, f_PLAYER_ANGLE);
  140.     return f_PLAYER_ANGLE;
  141. }
  142.  
  143. /*----------------------------------------------------------------------------*\
  144.                 This function returns the distance of a player from
  145.                 another player .
  146.     Params:
  147.         * playerid: id of the player to be the point.
  148.         * targetid: id of the player to check the distance.
  149. \*----------------------------------------------------------------------------*/
  150. stock Float:GetPlayerDistanceFromPlayer(playerid, targetid)
  151. {
  152.     new Float:fDist[3];
  153.     GetPlayerPos(playerid, fDist[0], fDist[1], fDist[2]);
  154.     return GetPlayerDistanceFromPoint(targetid, fDist[0], fDist[1], fDist[2]);
  155. }
  156.  
  157. /*----------------------------------------------------------------------------*\
  158.                 This function returns the distance of a player from
  159.                 a vehicle .
  160.     Params:
  161.         * playerid: id of the player to be the point.
  162.         * vehicleid: id of the player to check the distance.
  163. \*----------------------------------------------------------------------------*/
  164. stock Float:GetPlayerDistanceFromVehicle(playerid, vehicleid)
  165. {
  166.     new Float:fDist[3];
  167.     GetPlayerPos(playerid, fDist[0], fDist[1], fDist[2]);
  168.     return GetVehicleDistanceFromPoint(vehicleid, fDist[0], fDist[1], fDist[2]);
  169. }
  170.  
  171. /*----------------------------------------------------------------------------*\
  172.                 This function teleports a player to an vehicle.
  173.     Params:
  174.         * playerid: id of the player to be teleported.
  175.         * vehicleid: id of the vehicle to be the destination.
  176. \*----------------------------------------------------------------------------*/
  177. stock TeleportPlayerToVehicle(playerid, vehicleid)
  178. {
  179.     new Float:fDist[3];
  180.     GetVehiclePos(vehicleid, fDist[0], fDist[1], fDist[2]);
  181.     SetPlayerPos(playerid, fDist[0], fDist[1], fDist[2]);
  182.     return 1;
  183. }
  184.  
  185. /*----------------------------------------------------------------------------*\
  186.                 This function teleports a player to another player.
  187.     Params:
  188.         * playerid: id of the player to be teleported.
  189.         * targetid: id of the player to be the destination.
  190. \*----------------------------------------------------------------------------*/
  191. stock TeleportPlayerToPlayer(playerid, targetid)
  192. {
  193.     new Float:fDist[3];
  194.     GetPlayerPos(targetid, fDist[0], fDist[1], fDist[2]);
  195.     SetPlayerPos(playerid, fDist[0], fDist[1], fDist[2]);
  196.     return 1;
  197. }
  198.  
  199. /*----------------------------------------------------------------------------*\
  200.                 This function returns the if a player is in range of
  201.                 a vehicle.
  202.     Params:
  203.         * playerid:  id of the player to be the point.
  204.         * vehicleid: id of the vehicle to check the distance.
  205.         * radius:    the radius to check.
  206. \*----------------------------------------------------------------------------*/
  207. stock IsPlayerInRangeOfVehicle(playerid, vehicleid, Float: radius)
  208. {
  209.     new Float:fDist[3];
  210.     GetVehiclePos(vehicleid, fDist[0], fDist[1], fDist[2]);
  211.     return IsPlayerInRangeOfPoint(playerid, radius, fDist[0], fDist[1], fDist[2]);
  212. }
  213.  
  214. /*----------------------------------------------------------------------------*\
  215.                 This function returns the player's IP.
  216.     Params:
  217.         * playerid: id of the player to get the IP.
  218. \*----------------------------------------------------------------------------*/
  219. stock GetPlayerIpf(playerid)
  220. {
  221.     new e_PLAYER_IP[18];
  222.     GetPlayerIp(playerid, e_PLAYER_IP, sizeof(e_PLAYER_IP));
  223.     return e_PLAYER_IP;
  224. }
  225.  
  226. /*----------------------------------------------------------------------------*\
  227.                 This function returns the player's weapon name.
  228.     Params:
  229.         * playerid: id of the player to get the weapon name.
  230. \*----------------------------------------------------------------------------*/
  231. stock GetPlayerWeaponName(playerid)
  232. {  
  233.     new e_WEAPON_NAME[21];
  234.     GetWeaponName(GetPlayerWeapon(playerid), e_WEAPON_NAME, sizeof(e_WEAPON_NAME));
  235.     if(isnull(e_WEAPON_NAME)) e_WEAPON_NAME = "unknown";
  236.     return e_WEAPON_NAME;
  237. }
  238.  
  239. /*----------------------------------------------------------------------------*\
  240.                 This function clear the player's screen.
  241.     Params:
  242.         * playerid: id of the player to clear screen.
  243. \*----------------------------------------------------------------------------*/
  244. stock ClearPlayerScreen(playerid)
  245. {
  246.     for(new i = 0; i < 100; i++){SendClientMessage(playerid, -1, " ");}
  247.     return 0;
  248. }
  249.  
  250. /*----------------------------------------------------------------------------*\
  251.                 This function sets the player's money.
  252.     Params:
  253.         * playerid: id of the player to set the money.
  254.         * money:    the amount of money.
  255. \*----------------------------------------------------------------------------*/
  256. stock SetPlayerMoney(playerid, money)
  257. {
  258.     ResetPlayerMoney(playerid);
  259.     GivePlayerMoney(playerid, money);
  260.     return 1;
  261. }
  262.  
  263. /*----------------------------------------------------------------------------*\
  264.                 This function sets the player's position and facing angle.
  265.     Params:
  266.         * playerid: id of the player to set the position and angle.
  267.         * Float:x:  the position X.
  268.         * Float:y:  the position Y.
  269.         * Float:z:  the position Z.
  270.         * Float:a:  the Angle.
  271. \*----------------------------------------------------------------------------*/
  272. stock SetPlayerPosEx(playerid, Float:x, Float:y, Float:z, Float:a)
  273. {
  274.     SetPlayerPos(playerid, x, y, z);
  275.     SetPlayerFacingAngle(playerid, a);
  276.     return 1;
  277. }
  278.  
  279. /*----------------------------------------------------------------------------*\
  280.                 This function gives wanted level to player.
  281.     Params:
  282.         * playerid: id of the player to gain wanted level.
  283.         * level:    the amount of levels.
  284. \*----------------------------------------------------------------------------*/
  285. stock GivePlayerWantedLevel(playerid, level)
  286. {
  287.     if(level + GetPlayerWantedLevel(playerid) > 6) return SetPlayerWantedLevel(playerid, 6);
  288.     SetPlayerWantedLevel(playerid, GetPlayerWantedLevel(playerid)+level);
  289.     return 1;
  290. }
  291.  
  292. /*----------------------------------------------------------------------------*\
  293.                 This function freezes a player for a period.
  294.     Params:
  295.         * playerid: id of the player to freeze.
  296.         * time: the amount of time in miliseconds.
  297. \*----------------------------------------------------------------------------*/
  298. stock FreezePlayer(playerid, time = 5000)
  299. {
  300.     TogglePlayerControllable(playerid, false);
  301.     SetTimerEx("OnPlayerUnfreeze", time, false, "i", playerid);
  302.     return 1;
  303. }
  304.  
  305. /*----------------------------------------------------------------------------*\
  306.                 This function remove an especific player's weapon.
  307.     Params:
  308.         * playerid:  the id of the player to remove weapon.
  309.         * weaponid:  the id of the weapon to remove of.
  310. \*----------------------------------------------------------------------------*/
  311. stock RemovePlayerWeapon(playerid, weaponid)
  312. {
  313.     if(!IsPlayerConnected(playerid) || weaponid < 0 || weaponid > 46) return 0;
  314.  
  315.     new e_OLD_WEAPON[13], e_OLD_AMMO[13];
  316.  
  317.     for(new slot = 0; slot < 13; slot++) {
  318.         GetPlayerWeaponData(playerid, slot, e_OLD_WEAPON[slot], e_OLD_AMMO[slot]);
  319.     }
  320.  
  321.     ResetPlayerWeapons(playerid);
  322.  
  323.     for(new slot; slot < 13; slot++) {
  324.  
  325.         if(e_OLD_WEAPON[slot] == weaponid || e_OLD_AMMO[slot] == 0) {
  326.             continue;
  327.         }
  328.  
  329.         GivePlayerWeapon(playerid, e_OLD_WEAPON[slot], e_OLD_AMMO[slot]);
  330.     }
  331.     GivePlayerWeapon(playerid, 0, 1);
  332. }
  333.  
  334. /*----------------------------------------------------------------------------*\
  335.                 This function return if a vehicle is occupied.
  336.     Params:
  337.         * vehicleid: id of the vehicle to check.
  338. \*----------------------------------------------------------------------------*/
  339. stock IsVehicleOccupied(vehicleid)
  340. {
  341.     for(new i = 0; i < MAX_PLAYERS; i++){if(IsPlayerInVehicle(i, vehicleid)) return 1;}
  342.     return 0;
  343. }
  344.  
  345. /*----------------------------------------------------------------------------*\
  346.                 This function returns the vehicle's name from modelid.
  347.     Params:
  348.         * vehicleid: id of the vehicle to get the the name.
  349. \*----------------------------------------------------------------------------*/
  350. stock GetVehicleName(vehicleid)
  351. {
  352.     new e_VEHICLE_NAME[22];
  353.     switch(GetVehicleModel(vehicleid)) {
  354.         case 400: e_VEHICLE_NAME = "Landstalker";
  355.         case 401: e_VEHICLE_NAME = "Bravura";
  356.         case 402: e_VEHICLE_NAME = "Buffalo";
  357.         case 403: e_VEHICLE_NAME = "Linerunner";
  358.         case 404: e_VEHICLE_NAME = "Perenniel";
  359.         case 405: e_VEHICLE_NAME = "Sentinel";
  360.         case 406: e_VEHICLE_NAME = "Dumper";
  361.         case 407: e_VEHICLE_NAME = "Firetruck";
  362.         case 408: e_VEHICLE_NAME = "Trashmaster";
  363.         case 409: e_VEHICLE_NAME = "Stretch";
  364.         case 410: e_VEHICLE_NAME = "Manana";
  365.         case 411: e_VEHICLE_NAME = "Infernus";
  366.         case 412: e_VEHICLE_NAME = "Voodoo";
  367.         case 413: e_VEHICLE_NAME = "Pony";
  368.         case 414: e_VEHICLE_NAME = "Mule";
  369.         case 415: e_VEHICLE_NAME = "Cheetah";
  370.         case 416: e_VEHICLE_NAME = "Ambulance";
  371.         case 417: e_VEHICLE_NAME = "Leviathan";
  372.         case 418: e_VEHICLE_NAME = "Moonbeam";
  373.         case 419: e_VEHICLE_NAME = "Esperanto";
  374.         case 420: e_VEHICLE_NAME = "Taxi";
  375.         case 421: e_VEHICLE_NAME = "Washigton";
  376.         case 422: e_VEHICLE_NAME = "Bobcat";
  377.         case 423: e_VEHICLE_NAME = "Mr Whoopee";
  378.         case 424: e_VEHICLE_NAME = "BF Injection";
  379.         case 425: e_VEHICLE_NAME = "Hunter";
  380.         case 426: e_VEHICLE_NAME = "Premier";
  381.         case 427: e_VEHICLE_NAME = "Enforcer";
  382.         case 428: e_VEHICLE_NAME = "Securicar";
  383.         case 429: e_VEHICLE_NAME = "Banshee";
  384.         case 430: e_VEHICLE_NAME = "Predator";
  385.         case 431: e_VEHICLE_NAME = "Bus";
  386.         case 432: e_VEHICLE_NAME = "Rhino";
  387.         case 433: e_VEHICLE_NAME = "Barracks";
  388.         case 434: e_VEHICLE_NAME = "Hotknife";
  389.         case 435: e_VEHICLE_NAME = "Article Trailer";
  390.         case 436: e_VEHICLE_NAME = "Previon";
  391.         case 437: e_VEHICLE_NAME = "Coach";
  392.         case 438: e_VEHICLE_NAME = "Cabbie";
  393.         case 439: e_VEHICLE_NAME = "Stallion";
  394.         case 440: e_VEHICLE_NAME = "Rumpo";
  395.         case 441: e_VEHICLE_NAME = "RC Bandit";
  396.         case 442: e_VEHICLE_NAME = "Romero";
  397.         case 443: e_VEHICLE_NAME = "Packer";
  398.         case 444: e_VEHICLE_NAME = "Monster";
  399.         case 445: e_VEHICLE_NAME = "Admiral";
  400.         case 446: e_VEHICLE_NAME = "Squallo";
  401.         case 447: e_VEHICLE_NAME = "Seasparrow";
  402.         case 448: e_VEHICLE_NAME = "Pizzaboy";
  403.         case 449: e_VEHICLE_NAME = "Tram";
  404.         case 450: e_VEHICLE_NAME = "Article Trailer 2";
  405.         case 451: e_VEHICLE_NAME = "Turismo";
  406.         case 452: e_VEHICLE_NAME = "Speeder";
  407.         case 453: e_VEHICLE_NAME = "Reefer";
  408.         case 454: e_VEHICLE_NAME = "Tropic";
  409.         case 455: e_VEHICLE_NAME = "Flatbed";
  410.         case 456: e_VEHICLE_NAME = "Yankee";
  411.         case 457: e_VEHICLE_NAME = "Caddy";
  412.         case 458: e_VEHICLE_NAME = "Solair";
  413.         case 459: e_VEHICLE_NAME = "Topfun Van";
  414.         case 460: e_VEHICLE_NAME = "Skimmer";
  415.         case 461: e_VEHICLE_NAME = "PCJ-600";
  416.         case 462: e_VEHICLE_NAME = "Faggio";
  417.         case 463: e_VEHICLE_NAME = "Freeway";
  418.         case 464: e_VEHICLE_NAME = "RC Baron";
  419.         case 465: e_VEHICLE_NAME = "RC Raider";
  420.         case 466: e_VEHICLE_NAME = "Glendale";
  421.         case 467: e_VEHICLE_NAME = "Oceanic";
  422.         case 468: e_VEHICLE_NAME = "Sanchez";
  423.         case 469: e_VEHICLE_NAME = "Sparrow";
  424.         case 470: e_VEHICLE_NAME = "Patriot";
  425.         case 471: e_VEHICLE_NAME = "Quad";
  426.         case 472: e_VEHICLE_NAME = "Coastguard";
  427.         case 473: e_VEHICLE_NAME = "Dinghy";
  428.         case 474: e_VEHICLE_NAME = "Hermes";
  429.         case 475: e_VEHICLE_NAME = "Sabre";
  430.         case 476: e_VEHICLE_NAME = "Rustler";
  431.         case 477: e_VEHICLE_NAME = "ZR-350";
  432.         case 478: e_VEHICLE_NAME = "Walton";
  433.         case 479: e_VEHICLE_NAME = "Regina";
  434.         case 480: e_VEHICLE_NAME = "Comet";
  435.         case 481: e_VEHICLE_NAME = "BMX";
  436.         case 482: e_VEHICLE_NAME = "Burrito";
  437.         case 483: e_VEHICLE_NAME = "Camper";
  438.         case 484: e_VEHICLE_NAME = "Marquis";
  439.         case 485: e_VEHICLE_NAME = "Baggage";
  440.         case 486: e_VEHICLE_NAME = "Dozer";
  441.         case 487: e_VEHICLE_NAME = "Maverick";
  442.         case 488: e_VEHICLE_NAME = "San News Maverick";
  443.         case 489: e_VEHICLE_NAME = "Rancher";
  444.         case 490: e_VEHICLE_NAME = "FBI Rancher";
  445.         case 491: e_VEHICLE_NAME = "Virgo";
  446.         case 492: e_VEHICLE_NAME = "Greenwood";
  447.         case 493: e_VEHICLE_NAME = "Jetmax";
  448.         case 494: e_VEHICLE_NAME = "Hotring Racer";
  449.         case 495: e_VEHICLE_NAME = "Sandking";
  450.         case 496: e_VEHICLE_NAME = "Blista Compact";
  451.         case 497: e_VEHICLE_NAME = "Police Maverick";
  452.         case 498: e_VEHICLE_NAME = "Boxville";
  453.         case 499: e_VEHICLE_NAME = "Benson";
  454.         case 500: e_VEHICLE_NAME = "Mesa";
  455.         case 501: e_VEHICLE_NAME = "RC Goblin";
  456.         case 502: e_VEHICLE_NAME = "Hotring Racer";
  457.         case 503: e_VEHICLE_NAME = "Hotring Racer";
  458.         case 504: e_VEHICLE_NAME = "Bloodring Banger";
  459.         case 505: e_VEHICLE_NAME = "Rancher";
  460.         case 506: e_VEHICLE_NAME = "Super GT";
  461.         case 507: e_VEHICLE_NAME = "Elegant";
  462.         case 508: e_VEHICLE_NAME = "Journey";
  463.         case 509: e_VEHICLE_NAME = "Bike";
  464.         case 510: e_VEHICLE_NAME = "Mountain Bike";
  465.         case 511: e_VEHICLE_NAME = "Beagle";
  466.         case 512: e_VEHICLE_NAME = "Cropduster";
  467.         case 513: e_VEHICLE_NAME = "Stuntplane";
  468.         case 514: e_VEHICLE_NAME = "Tanker";
  469.         case 515: e_VEHICLE_NAME = "Roadtrain";
  470.         case 516: e_VEHICLE_NAME = "Nebula";
  471.         case 517: e_VEHICLE_NAME = "Majestic";
  472.         case 518: e_VEHICLE_NAME = "Buccaneer";
  473.         case 519: e_VEHICLE_NAME = "Shamal";
  474.         case 520: e_VEHICLE_NAME = "Hydra";
  475.         case 521: e_VEHICLE_NAME = "FCR-900";
  476.         case 522: e_VEHICLE_NAME = "NRG-500";
  477.         case 523: e_VEHICLE_NAME = "HPV-1000";
  478.         case 524: e_VEHICLE_NAME = "Cement Truck";
  479.         case 525: e_VEHICLE_NAME = "TowTruck";
  480.         case 526: e_VEHICLE_NAME = "Fortune";
  481.         case 527: e_VEHICLE_NAME = "Cadrona";
  482.         case 528: e_VEHICLE_NAME = "FBI Truck";
  483.         case 529: e_VEHICLE_NAME = "Willard";
  484.         case 530: e_VEHICLE_NAME = "Forklift";
  485.         case 531: e_VEHICLE_NAME = "Tractor";
  486.         case 532: e_VEHICLE_NAME = "Combine Harvester";
  487.         case 533: e_VEHICLE_NAME = "Feltzer";
  488.         case 534: e_VEHICLE_NAME = "Remington";
  489.         case 535: e_VEHICLE_NAME = "Slamvan";
  490.         case 536: e_VEHICLE_NAME = "Blade";
  491.         case 537: e_VEHICLE_NAME = "Freight (Train)";
  492.         case 538: e_VEHICLE_NAME = "Brownstreak (Train)";
  493.         case 539: e_VEHICLE_NAME = "Vortex";
  494.         case 540: e_VEHICLE_NAME = "Vincent";
  495.         case 541: e_VEHICLE_NAME = "Bullet";
  496.         case 542: e_VEHICLE_NAME = "Clover";
  497.         case 543: e_VEHICLE_NAME = "Sadler";
  498.         case 544: e_VEHICLE_NAME = "Firetruck LA";
  499.         case 545: e_VEHICLE_NAME = "Hustler";
  500.         case 546: e_VEHICLE_NAME = "Intruder";
  501.         case 547: e_VEHICLE_NAME = "Primo";
  502.         case 548: e_VEHICLE_NAME = "Cargobob";
  503.         case 549: e_VEHICLE_NAME = "Tampa";
  504.         case 550: e_VEHICLE_NAME = "Sunrise";
  505.         case 551: e_VEHICLE_NAME = "Merit";
  506.         case 552: e_VEHICLE_NAME = "Utility Van";
  507.         case 553: e_VEHICLE_NAME = "Nevada";
  508.         case 554: e_VEHICLE_NAME = "Yosemite";
  509.         case 555: e_VEHICLE_NAME = "Windsor";
  510.         case 556: e_VEHICLE_NAME = "Monster ''A''";
  511.         case 557: e_VEHICLE_NAME = "Monster ''B''";
  512.         case 558: e_VEHICLE_NAME = "Uranus";
  513.         case 559: e_VEHICLE_NAME = "Jester";
  514.         case 560: e_VEHICLE_NAME = "Sultan";
  515.         case 561: e_VEHICLE_NAME = "Stratum";
  516.         case 562: e_VEHICLE_NAME = "Elegy";
  517.         case 563: e_VEHICLE_NAME = "Raindance";
  518.         case 564: e_VEHICLE_NAME = "RC Tiger";
  519.         case 565: e_VEHICLE_NAME = "Flash";
  520.         case 566: e_VEHICLE_NAME = "Tahoma";
  521.         case 567: e_VEHICLE_NAME = "Savanna";
  522.         case 568: e_VEHICLE_NAME = "Bandito";
  523.         case 569: e_VEHICLE_NAME = "Freight Flat Trailer";
  524.         case 570: e_VEHICLE_NAME = "Streak Trailer";
  525.         case 571: e_VEHICLE_NAME = "Kart";
  526.         case 572: e_VEHICLE_NAME = "Mower";
  527.         case 573: e_VEHICLE_NAME = "Dune";
  528.         case 574: e_VEHICLE_NAME = "Sweeper";
  529.         case 575: e_VEHICLE_NAME = "Broadway";
  530.         case 576: e_VEHICLE_NAME = "Tornado";
  531.         case 577: e_VEHICLE_NAME = "AT400";
  532.         case 578: e_VEHICLE_NAME = "DFT-30";
  533.         case 579: e_VEHICLE_NAME = "Huntley";
  534.         case 580: e_VEHICLE_NAME = "Stafford";
  535.         case 581: e_VEHICLE_NAME = "BF-400";
  536.         case 582: e_VEHICLE_NAME = "Newsvan";
  537.         case 583: e_VEHICLE_NAME = "Tug";
  538.         case 584: e_VEHICLE_NAME = "Petrol Trailer";
  539.         case 585: e_VEHICLE_NAME = "Emperor";
  540.         case 586: e_VEHICLE_NAME = "Wayfarer";
  541.         case 587: e_VEHICLE_NAME = "Euros";
  542.         case 588: e_VEHICLE_NAME = "Hotdog";
  543.         case 589: e_VEHICLE_NAME = "Club";
  544.         case 590: e_VEHICLE_NAME = "Freight Box Trailer";
  545.         case 591: e_VEHICLE_NAME = "Article Trailer 3";
  546.         case 592: e_VEHICLE_NAME = "Andromada";
  547.         case 593: e_VEHICLE_NAME = "Dodo";
  548.         case 594: e_VEHICLE_NAME = "RC Cam";
  549.         case 595: e_VEHICLE_NAME = "Launch";
  550.         case 596: e_VEHICLE_NAME = "Police Car (LSPD)";
  551.         case 597: e_VEHICLE_NAME = "Police Car (SFPD)";
  552.         case 598: e_VEHICLE_NAME = "Police Car (LVPD)";
  553.         case 599: e_VEHICLE_NAME = "Police Ranger";
  554.         case 600: e_VEHICLE_NAME = "Picador";
  555.         case 601: e_VEHICLE_NAME = "S.W.A.T";
  556.         case 602: e_VEHICLE_NAME = "Alpha";
  557.         case 603: e_VEHICLE_NAME = "Phoenix";
  558.         case 604: e_VEHICLE_NAME = "Glendale Shit";
  559.         case 605: e_VEHICLE_NAME = "Sadler Shit";
  560.         case 606: e_VEHICLE_NAME = "Baggage Trailer ''A''";
  561.         case 607: e_VEHICLE_NAME = "Baggage Trailer ''B''";
  562.         case 608: e_VEHICLE_NAME = "Tug Stairs Trailer";
  563.         case 609: e_VEHICLE_NAME = "Boxville";
  564.         case 610: e_VEHICLE_NAME = "Farm Trailer";
  565.         case 611: e_VEHICLE_NAME = "Utility Trailer";
  566.         default: e_VEHICLE_NAME = "unknown";
  567.     }
  568.     return e_VEHICLE_NAME;
  569. }
  570.  
  571. /*----------------------------------------------------------------------------*\
  572.                 This function returns the vehicle Z angle .
  573.     Params:
  574.         * vehicleid: id of the vehicle to get the Z angle.
  575. \*----------------------------------------------------------------------------*/
  576. stock Float:GetVehicleZAnglef(vehicleid)
  577. {
  578.     new Float:f_VEHICLE_ANGLE;
  579.     GetVehicleZAngle(vehicleid, f_VEHICLE_ANGLE);
  580.     return f_VEHICLE_ANGLE;
  581. }
  582.  
  583. /*----------------------------------------------------------------------------*\
  584.                 This function returns the health of a vehicle .
  585.     Params:
  586.         * vehicleid: id of the vehicle to get the health.
  587. \*----------------------------------------------------------------------------*/
  588. stock Float:GetVehicleHealthf(vehicleid)
  589. {
  590.     new Float:f_VEHICLE_HEALTH;
  591.     GetVehicleHealth(vehicleid, f_VEHICLE_HEALTH);
  592.     return f_VEHICLE_HEALTH;
  593. }
  594.  
  595. /*----------------------------------------------------------------------------*\
  596.                 This function checks vehicle's engine status.
  597.     Params:
  598.         * vehicleid: id of the vehicle to check.
  599. \*----------------------------------------------------------------------------*/
  600. stock GetVehicleEngineStatus(vehicleid)
  601. {
  602.     new v_ENGINE, v_LIGHTS, v_ALARM, v_DOORS, v_BONNET, v_BOOT, v_OBJECTIVE;
  603.     GetVehicleParamsEx(vehicleid, v_ENGINE, v_LIGHTS, v_ALARM, v_DOORS, v_BONNET, v_BOOT, v_OBJECTIVE);
  604.     if(v_ENGINE == VEHICLE_PARAMS_ON) return 1;
  605.     return 0;
  606. }
  607.  
  608. /*----------------------------------------------------------------------------*\
  609.                 This function checks if a vehicle is locked.
  610.     Params:
  611.         * vehicleid: id of the vehicle to check.
  612. \*----------------------------------------------------------------------------*/
  613. stock IsVehicleLocked(vehicleid)
  614. {
  615.     new v_ENGINE, v_LIGHTS, v_ALARM, v_DOORS, v_BONNET, v_BOOT, v_OBJECTIVE;
  616.     GetVehicleParamsEx(vehicleid, v_ENGINE, v_LIGHTS, v_ALARM, v_DOORS, v_BONNET, v_BOOT, v_OBJECTIVE);
  617.     if(v_DOORS == true) return 1;
  618.     return 0;
  619. }
  620.  
  621. /*----------------------------------------------------------------------------*\
  622.                 This function flips a vehicle.
  623.     Params:
  624.         * vehicleid: id of the vehicle to flip.
  625. \*----------------------------------------------------------------------------*/
  626. stock FlipVehicle(vehicleid)
  627. {
  628.     SetVehicleZAngle(vehicleid, GetVehicleZAnglef(vehicleid));
  629.     return 0;
  630. }
  631.  
  632. /*----------------------------------------------------------------------------*\
  633.                 This function locks a vehicle.
  634.     Params:
  635.         * vehicleid: id of the vehicle to lock.
  636. \*----------------------------------------------------------------------------*/
  637. stock LockVehicle(vehicleid)
  638. {
  639.     new v_ENGINE, v_LIGHTS, v_ALARM, v_DOORS, v_BONNET, v_BOOT, v_OBJECTIVE;
  640.     GetVehicleParamsEx(vehicleid, v_ENGINE, v_LIGHTS, v_ALARM, v_DOORS, v_BONNET, v_BOOT, v_OBJECTIVE);
  641.     SetVehicleParamsEx(vehicleid, v_ENGNIE, v_LIGHTS, v_ALARM, true, v_BONNET, v_BOOT, v_OBJECTIVE);
  642.     return 0;
  643. }
  644.  
  645. /*----------------------------------------------------------------------------*\
  646.                 This function unlocks a vehicle.
  647.     Params:
  648.         * vehicleid: id of the vehicle to unlock.
  649. \*----------------------------------------------------------------------------*/
  650. stock UnlockVehicle(vehicleid)
  651. {
  652.     new v_ENGINE, v_LIGHTS, v_ALARM, v_DOORS, v_BONNET, v_BOOT, v_OBJECTIVE;
  653.     GetVehicleParamsEx(vehicleid, v_ENGINE, v_LIGHTS, v_ALARM, v_DOORS, v_BONNET, v_BOOT, v_OBJECTIVE);
  654.     SetVehicleParamsEx(vehicleid, v_ENGNIE, v_LIGHTS, v_ALARM, false, v_BONNET, v_BOOT, v_OBJECTIVE);
  655.     return 0;
  656. }
  657.  
  658. /*----------------------------------------------------------------------------*\
  659.                 This function return the name of a weapon.
  660.     Params:
  661.         * weaponid: id of the weapon to get the name.
  662. \*----------------------------------------------------------------------------*/
  663. stock GetWeaponNamef(weaponid)
  664. {  
  665.     new e_WEAPON_NAME[21];
  666.     GetWeaponName(weaponid, e_WEAPON_NAME, sizeof(e_WEAPON_NAME));
  667.     if(isnull(e_WEAPON_NAME)) e_WEAPON_NAME = "unknown";
  668.     return e_WEAPON_NAME;
  669. }
  670.  
  671. /*----------------------------------------------------------------------------*\
  672.                 This function sends a message to rcon admins.
  673.     Params:
  674.         * color:         the color.
  675.         * const message: the message to send.
  676. \*----------------------------------------------------------------------------*/
  677. stock SendAdminMessage(color, const message[])
  678. {  
  679.     for(new i = 0; i < MAX_PLAYERS; i++){
  680.         if(IsPlayerAdmin(i)){
  681.             SendClientMessage(i, color, message);
  682.         }
  683.     }
  684.     return 1;
  685. }
  686.  
  687. /*----------------------------------------------------------------------------*\
  688.                 This callback is called when a player is un-frozen.
  689.     Params:
  690.         * playerid:  the id of the player who was frozen.
  691. \*----------------------------------------------------------------------------*/
  692. public OnPlayerUnfreeze(playerid)
  693. {
  694.     TogglePlayerControllable(playerid, true);
  695.     return 1;
  696. }
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement