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- /* SA-MP NPC Functions
- *
- * (c) Copyright 2009, SA-MP Team
- *
- */
- #if defined _samp_included
- #endinput
- #endif
- #define _samp_included
- #pragma library samp
- #pragma tabsize 4
- #include <core>
- #include <float>
- #include <string>
- #include <file>
- #include <time>
- #include <datagram>
- // --------------------------------------------------
- // Natives
- // --------------------------------------------------
- // Util
- native print(const string[]);
- native printf(const format[], {Float,_}:...);
- native format(output[], len, const format[], {Float,_}:...);
- native SetTimer(funcname[], interval, repeating);
- native KillTimer(timerid);
- native GetTickCount();
- native Float:asin(Float:value);
- native Float:acos(Float:value);
- native Float:atan(Float:value);
- native Float:atan2(Float:x, Float:y);
- native SendChat(msg[]);
- native SendCommand(commandtext[]);
- native GetPlayerState(playerid);
- native GetPlayerPos(playerid, &Float:x, &Float:y, &Float:z);
- native GetPlayerVehicleID(playerid);
- native GetPlayerArmedWeapon(playerid);
- native GetPlayerHealth(playerid);
- native GetPlayerArmour(playerid);
- native GetPlayerSpecialAction(playerid);
- native IsPlayerStreamedIn(playerid);
- native IsVehicleStreamedIn(vehicleid);
- native GetPlayerKeys(playerid, &keys, &updown, &leftright);
- native GetPlayerFacingAngle(playerid, &Float:ang);
- native GetMyPos(&Float:x, &Float:y, &Float:z);
- native SetMyPos(Float:x, Float:y, Float:z);
- native GetMyFacingAngle(&Float:ang);
- native SetMyFacingAngle(Float:ang);
- native GetDistanceFromMeToPoint(Float:X, Float:Y, Float:Z, &Float:Distance);
- native IsPlayerInRangeOfPoint(playerid, Float:range, Float:X, Float:Y, Float:Z);
- native GetPlayerName(playerid, const name[], len);
- native IsPlayerConnected(playerid);
- #define PLAYER_RECORDING_TYPE_NONE 0
- #define PLAYER_RECORDING_TYPE_DRIVER 1
- #define PLAYER_RECORDING_TYPE_ONFOOT 2
- native StartRecordingPlayback(playbacktype, recordname[]);
- native StopRecordingPlayback();
- native PauseRecordingPlayback();
- native ResumeRecordingPlayback();
- // --------------------------------------------------
- // Defines
- // --------------------------------------------------
- // States
- #define PLAYER_STATE_NONE (0)
- #define PLAYER_STATE_ONFOOT (1)
- #define PLAYER_STATE_DRIVER (2)
- #define PLAYER_STATE_PASSENGER (3)
- #define PLAYER_STATE_WASTED (7)
- #define PLAYER_STATE_SPAWNED (8)
- #define PLAYER_STATE_SPECTATING (9)
- // Misc
- #define MAX_PLAYER_NAME (24)
- #define MAX_PLAYERS (500)
- #define MAX_VEHICLES (2000)
- #define INVALID_PLAYER_ID (0xFFFF)
- #define INVALID_VEHICLE_ID (0xFFFF)
- #define NO_TEAM (255)
- #define MAX_OBJECTS (150)
- #define INVALID_OBJECT_ID (255)
- #define MAX_GANG_ZONES (1024)
- #define MAX_TEXT_DRAWS (1024)
- #define MAX_MENUS (128)
- #define INVALID_MENU (0xFF)
- #define INVALID_TEXT_DRAW (0xFFFF)
- #define INVALID_GANG_ZONE (-1)
- // Weapons
- #define WEAPON_BRASSKNUCKLE (1)
- #define WEAPON_GOLFCLUB (2)
- #define WEAPON_NITESTICK (3)
- #define WEAPON_KNIFE (4)
- #define WEAPON_BAT (5)
- #define WEAPON_SHOVEL (6)
- #define WEAPON_POOLSTICK (7)
- #define WEAPON_KATANA (8)
- #define WEAPON_CHAINSAW (9)
- #define WEAPON_DILDO (10)
- #define WEAPON_DILDO2 (11)
- #define WEAPON_VIBRATOR (12)
- #define WEAPON_VIBRATOR2 (13)
- #define WEAPON_FLOWER (14)
- #define WEAPON_CANE (15)
- #define WEAPON_GRENADE (16)
- #define WEAPON_TEARGAS (17)
- #define WEAPON_MOLTOV (18)
- #define WEAPON_COLT45 (22)
- #define WEAPON_SILENCED (23)
- #define WEAPON_DEAGLE (24)
- #define WEAPON_SHOTGUN (25)
- #define WEAPON_SAWEDOFF (26)
- #define WEAPON_SHOTGSPA (27)
- #define WEAPON_UZI (28)
- #define WEAPON_MP5 (29)
- #define WEAPON_AK47 (30)
- #define WEAPON_M4 (31)
- #define WEAPON_TEC9 (32)
- #define WEAPON_RIFLE (33)
- #define WEAPON_SNIPER (34)
- #define WEAPON_ROCKETLAUNCHER (35)
- #define WEAPON_HEATSEEKER (36)
- #define WEAPON_FLAMETHROWER (37)
- #define WEAPON_MINIGUN (38)
- #define WEAPON_SATCHEL (39)
- #define WEAPON_BOMB (40)
- #define WEAPON_SPRAYCAN (41)
- #define WEAPON_FIREEXTINGUISHER (42)
- #define WEAPON_CAMERA (43)
- #define WEAPON_PARACHUTE (46)
- #define WEAPON_VEHICLE (49)
- #define WEAPON_DROWN (53)
- #define WEAPON_COLLISION (54)
- // Keys
- #define KEY_ACTION (1)
- #define KEY_CROUCH (2)
- #define KEY_FIRE (4)
- #define KEY_SPRINT (8)
- #define KEY_SECONDARY_ATTACK (16)
- #define KEY_JUMP (32)
- #define KEY_LOOK_RIGHT (64)
- #define KEY_HANDBRAKE (128)
- #define KEY_LOOK_LEFT (256)
- #define KEY_SUBMISSION (512)
- #define KEY_LOOK_BEHIND (512)
- #define KEY_WALK (1024)
- #define KEY_ANALOG_UP (2048)
- #define KEY_ANALOG_DOWN (4096)
- #define KEY_ANALOG_RIGHT (16384)
- #define KEY_ANALOG_LEFT (8192)
- #define KEY_UP (-128)
- #define KEY_DOWN (128)
- #define KEY_LEFT (-128)
- #define KEY_RIGHT (128)
- // --------------------------------------------------
- // Forwards (Callback declarations)
- // --------------------------------------------------
- forward OnNPCModeInit();
- forward OnNPCModeExit();
- forward OnNPCConnect(myplayerid);
- forward OnNPCDisconnect(reason[]);
- forward OnNPCSpawn();
- forward OnNPCEnterVehicle(vehicleid, seatid);
- forward OnNPCExitVehicle();
- forward OnClientMessage(color, text[]);
- forward OnPlayerDeath(playerid);
- forward OnPlayerText(playerid, text[]);
- forward OnPlayerStreamIn(playerid);
- forward OnPlayerStreamOut(playerid);
- forward OnVehicleStreamIn(vehicleid);
- forward OnVehicleStreamOut(vehicleid);
- forward OnRecordingPlaybackEnd();
- // --------------------------------------------------
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