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  1. //v3.0
  2.  
  3. #if defined _singleplayer_included
  4. #endinput
  5. #endif
  6. #define _singleplayer_included
  7. #pragma library PawnForSinglePlayer
  8.  
  9. #include <core>
  10. #include <file>
  11. #include <float>
  12. #include <string>
  13. #include <time>
  14.  
  15. #pragma tabsize 4
  16.  
  17. native SP_GetGameVersion();
  18. native SP_GetBlurLevel();
  19. native SP_GetGameTime(&hour,&minute);
  20. native Float:SP_GetFPS();
  21. native Float:SP_GetGameSpeed();
  22. native Float:SP_GetGravity();
  23. native SP_GetBikeFrontWheelCounter();
  24. native Float:SP_GetBikeFrontWheelDist();
  25. native SP_GetBikeRearWheelCounter();
  26. native Float:SP_GetBikeRearWheelDist();
  27. native SP_GetCarLess3WheelCounter();
  28. native SP_GetCarTwoWheelCounter();
  29. native Float:SP_GetCarTwoWheelDist();
  30. native bool:SP_GetCrossHair(&Float:x,&Float:y);//return value - crosshair::enabled/disabled
  31. native SP_GetDoesNotGetTired();
  32. native Float:SP_GetFPSMoveHeading();
  33. native SP_GetLastTimeBigGunFired();
  34. native SP_GetLastTimeEaten();
  35. native SP_GetPlayerMoney();
  36. native SP_GetWantedLevel();
  37. native SP_SetMaximumWantedLevel(MaxWantedLevel);
  38. native SP_SetWantedLevel(WantedLevel);
  39. native SP_SetWantedLevelNoDrop(WantedLevel);
  40. native SP_GivePlayerParachute();
  41. native SP_SetDoesNotGetTired(bool:DoesNotGetTired);
  42. native SP_SetLastTimeBigGunFired(time);
  43. native SP_SetLastTimeEaten(time);
  44. native SP_SetPlayerMoney(money);
  45. native SP_StreamParachuteWeapon(bool:AllowParachute);
  46. native SP_RemoveWeaponModel(model);
  47. native SP_RemoveAllWeapons();
  48. native SP_GetAreaCode();
  49. native Float:SP_GetArmor();
  50. native bool:SP_GetCanBeShotInVehicle();
  51. native bool:SP_GetCantBeKnockedOffBike();
  52. native Float:SP_GetCurrentRotation();
  53. native SP_GetCurrentWeaponSlot();
  54. native Float:SP_GetDistFromCentreOfMassBase();
  55. native Float:SP_GetElasticity();
  56. native SP_GetFightingStyle();
  57. native Float:SP_GetHealth(bool:CurrentVehicle=false);
  58. native Float:SP_GetMass();
  59. native SP_GetModelIndex();
  60. native SP_GetMovementSpeed(&Float:x,&Float:y,&Float:z,bool:CurrentVehicle=true);
  61. native SP_GetOccupiedSeat();
  62. native SP_GetPosition(&Float:x,&Float:y,&Float:z,bool:GetCurrentVehiclePosition=true);//if GetCurrentVehiclePosition false then the Player position will be given, if true the position of the car the player is in will be given
  63. native SP_GetRunState();
  64. native bool:SP_GetStayInSamePlace();
  65. native Float:SP_GetTargetRotation();
  66. native bool:SP_GetTestForShotInVehicle();
  67. native Float:SP_GetTurnMass(bool:CurrentVehicle=false);
  68. native SP_GetTurnSpeed(&Float:x,&Float:y,&Float:z,bool:CurrentVehicle=false);
  69. native bool:SP_GetUnderwater();
  70. native SP_GetType();
  71. native SP_GiveWeapon(WeaponType,Ammo,WeaponSkill);
  72. native bool:SP_IsBackfaceCulled();
  73. native bool:SP_IsDucking();
  74. native bool:SP_IsFullyVisible();
  75. native bool:SP_IsInWater();
  76. native bool:SP_IsOnFire();
  77. native bool:SP_IsOnScreen();
  78. native SP_IsStatic();
  79. native bool:SP_IsStaticWaitingForCollision();
  80. native bool:SP_IsVisible();
  81. native bool:SP_IsWearingGoggles();
  82. native SP_Respawn(Float:x,Float:y,Float:z,bool:CameraCut);
  83. native SP_SetAreaCode(areacode);
  84. native SP_SetArmor(Float:armor);
  85. native SP_SetBackfaceCulled(bool:backfaceculled);
  86. native Float:SP_GetBuoyancyConstant();
  87. native SP_SetBuoyancyConstant(Float:constante);
  88. native SP_SetCanBeShotInVehicle(bool:Shot);
  89. native SP_SetCantBeKnockedOffBike(CantBeKnockedOffBike);
  90. native SP_SetCurrentRotation(Float:rot);
  91. native SP_SetCurrentWeaponSlot(slot);
  92. native SP_SetDucking(bool:Duck);
  93. native SP_SetElasticity(Float:elasticity);
  94. native SP_SetFightingStyle(ightingStyle);
  95. native SP_SetFootBlood(FootBlood);
  96. native SP_SetGogglesState(bool:IsWearingThem);
  97. native SP_SetHealth(Float:health,bool:CurrentVehicle=false);
  98. native SP_SetIsStanding(bool:standing);
  99. native SP_SetLighting(Float:lighting);
  100. native Float:SP_GetLighting();
  101. native SP_SetMass(Float:mass,bool:CurrentVehicle=false);
  102. native SP_SetModelIndex(index);
  103. native SP_SetMoveSpeed(Float:x,Float:y,Float:z,bool:CurrentVehicle=true);
  104. native SP_SetOccupiedSeat(seat);
  105. native SP_SetOnFire(bool:OnFire);
  106. native SP_SetOrientation(Float:x,Float:y,Float:z,bool:CurrentVehicle=false);
  107. native SP_SetOxygenLevel(Float:level);
  108. native SP_SetPosition(Float:x,Float:y,Float:z,bool:SetCurrentVehiclePosition=false);
  109. native SP_SetStaticWaitingForCollision(bool:Static);
  110. native SP_SetStayInSamePlace(bool:Stay);
  111. native SP_SetTargetRotation(Float:rot);
  112. native SP_SetTestForShotInVehicle(bool:Test);
  113. native SP_SetTurnMass(Float:mass,bool:CurrentVehicle=false);
  114. native SP_SetTurnSpeed(Float:x,Float:y,Float:z,bool:CurrentVehicle=false);
  115. native SP_SetUnderwater(bool:UnderWater);
  116. native SP_SetUsesCollision(bool:UsesCollision);
  117. native SP_SetVisible(bool:Visible);
  118. native SP_Teleport(Float:x,Float:y,Float:z,bool:CurrentVehile=false);//curr position+tp position
  119. native SP_SetGravity(Float:gravity);//0.00981 is a kinda default gravity (europe)
  120. native SP_SetBlurLevel(blurlevel);//0..255
  121. native SP_SetGameSpeed(Float:gamespeed);//1.0 = 100%
  122.  
  123. native SP_GetVehicleCount(); //test function for something..
  124.  
  125. native print(text[]);
  126. //#define printf(%1) print(sprintf(%1))
  127. native printf(const format[], {Float,_}:...);
  128.  
  129. native GetTickCount();
  130.  
  131. native format(output[], len, const format[], {Float,_}:...);
  132.  
  133. /* Font Weights */
  134. #define FW_DONTCARE 0
  135. #define FW_THIN 100
  136. #define FW_EXTRALIGHT 200
  137. #define FW_LIGHT 300
  138. #define FW_NORMAL 400
  139. #define FW_MEDIUM 500
  140. #define FW_SEMIBOLD 600
  141. #define FW_BOLD 700
  142. #define FW_EXTRABOLD 800
  143. #define FW_HEAVY 900
  144.  
  145. #define FW_ULTRALIGHT FW_EXTRALIGHT
  146. #define FW_REGULAR FW_NORMAL
  147. #define FW_DEMIBOLD FW_SEMIBOLD
  148. #define FW_ULTRABOLD FW_EXTRABOLD
  149. #define FW_BLACK FW_HEAVY
  150.  
  151. native SP_AddFont(fontname[],size,flags);
  152.  
  153. //only in DirectXRenderer
  154. //color = 0xAARRGGBB;
  155. native SP_DrawText(FontID,Float:X,Float:Y,color,text[]);//doesn't like empty "text"
  156. native SP_DrawLine(Float:sX,Float:sY,Float:sZ,Float:eX,Float:eY,Float:eZ,color);
  157. native SP_DrawBox(Float:x,Float:y,Float:w,Float:h,color);
  158. native SP_DrawBoxBorder(Float:x,Float:y,Float:w,Float:h,border_color,box_color);
  159. /////////////////////////
  160. native SP_GetScreenInfo(&depth,&refreshRate,&height,&width);
  161. native SP_GetCursorPosition(&x,&y);
  162. native SP_ShowCursor(bool:show);
  163.  
  164. native SP_IsKeyPressed(key);
  165. native SP_IsKeyDown(key);//can be used for mouse buttons too
  166.  
  167. #define KEYPRESS_DOWN 0
  168. #define KEYPRESS_UP 1
  169. native SP_EmulateKeyPress(KeyPressType,key,bool:IsKeyExtended=false,bool:HardwareScanCode=false);//use IsKeyExtended for special keys or if the key you send is not the one GTA receives..
  170. native SP_GetLastError();
  171. //vehicle
  172. native SP_IsPlayerInVehicle();
  173. native SP_GetVehicleModel();
  174. native SP_AddVehicleUpgrade(modelid);
  175. native SP_AreVehicleDoorsLocked();
  176. native SP_AreVehicleDoorsUndamageable();
  177. native SP_BurstVehicleTyre(tyre);
  178. native SP_BreakVehicleTowLink();
  179. native SP_CarHasRoof();
  180. native SP_ExtinguishCarFire();
  181. native SP_FixVehicle();
  182. native SP_GetCanVehicleBeDamaged();
  183. native SP_CanVehicleBeTargetedByBazoka();
  184. native SP_CanVehiclePetrolTankBeShot();
  185. native SP_DoesVehColorChangeOnPaintjob();
  186. native SP_GetVehicleColor(&color1,&color2,&color3,&color4);
  187. native SP_GetCurrentGear();
  188. native Float:SP_GetVehicleElasticity();
  189. native Float:SP_GetVehicleGasPedal();
  190. native Float:SP_GetVehicleBreakPedal();
  191.  
  192. #define VHD_ABS (0) //bool enabled
  193. #define VHD_AnimGroup (1) //byte animgroup
  194. #define VHD_BrakeBias (2) //float
  195. #define VHD_BrakeDecelleration (3) //float
  196.  
  197. #define CAR_DRIVE_TYPE_FOURWHEEL (52)
  198. #define CAR_DRIVE_TYPE_FWD (70)
  199. #define CAR_DRIVE_TYPE_RWD (82)
  200. #define SetCarDriveType (4) //type
  201.  
  202. #define CAR_ENGINE_TYPE_DIESEL (68)
  203. #define CAR_ENGINE_TYPE_ELECTRIC (69)
  204. #define CAR_ENGINE_TYPE_PETROL (80)
  205. #define VHD_CarEngineType (5) //type
  206.  
  207. #define VHD_CenterOfMass (6) //float float float
  208. #define VHD_CollisionDamageMultiplier (7) //float
  209. #define VHD_DragCoeff (8) //float
  210. #define VHD_EngineAccelleration (9) //float
  211. #define VHD_EngineInertia (10) //float
  212. #define VHD_HandlingFlags (11) //flags
  213.  
  214. #define LIGHT_TYPE_BIG (2)
  215. #define LIGHT_TYPE_LONG (0)
  216. #define LIGHT_TYPE_SMALL (1)
  217. #define LIGHT_TYPE_TALL (3)
  218. #define VHD_HeadLight (12) // type
  219.  
  220. #define VHD_Mass (13) //float
  221. #define VHD_MaxVelocity (14) //float
  222. #define VHD_ModelFlags (15) //flags
  223. #define VHD_Monetary (16) // amount
  224. #define VHD_NumbeOfGears (17) //amount
  225. #define VHD_PercentSubmerged (18) //percent int
  226. #define VHD_SeatOffsetDistance (19) //float
  227. #define VHD_SteeringLock (20) //float
  228. #define VHD_SuspensionMultiplier (21) //float
  229. #define VHD_SuspensionDamping (22) //float
  230. #define VHD_SuspensionForceLevel (23) //float
  231. #define VHD_SuspensionFrontRearBias (24) //float
  232. #define VHD_SuspensionHighSpeedDaming (25) //float
  233. #define VHD_SuspensionLowerLimit (26) //float
  234. #define VHD_SuspensionUpperLimit (27) //float
  235. #define VHD_TailLight (28) //LIGHT_TYPE
  236. #define VHD_TractionBias (29) //float
  237. #define VHD_TractionLoss (30) //float
  238. #define VHD_TractionMultiplier (31) //float
  239. #define VHD_TurnMass (32) //float
  240.  
  241. native SP_SetVehicleHandlingData(VHD_TYPE,{Float,_}:...);
  242. native Float:SP_GetVehicleHandlingDataFloat(VHD_TYPE);
  243. native SP_GetVehicleHandlingDataInt(VHD_TYPE);
  244. native SP_GetVehicleCenterOfMass(&Float:x,&Float:y,&Float:z);
  245. native SP_SetVehclePaintjob(paintjobid);
  246. native SP_SetVehclePaintjobDictionary(paintjobidtexture);
  247. native SP_SetChangeColourOnPaintjob(bool:changecolor);
  248. native SP_SetVehicleColor(color1,color2,color3,color4);
  249.  
  250. //
  251. native SP_CreateTexture(filename[],TextureHolder:texture);
  252. native SP_CreateSprite(SpriteHolder:sprite);
  253. native TextureHolder:SP_CreateTextureHolder();
  254. native SpriteHolder:SP_CreateSpriteHolder();
  255. native D3DMAT:SP_CreateD3DMatrixHolder();
  256. native VECT2:SP_CreateVector2Holder();
  257. native SP_Vector2Set(VECT2:id,Float:x,Float:y);
  258. native SP_Vector2Get(VECT2:id,&Float:x,&Float:y);
  259. native SP_D3DMatrixTransformation2D(D3DMAT:pOut,VECT2:pScalingCenter,Float:ScalingRotation,VECT2:pScaling,VECT2:pRotationCenter,Float:Rotation,VECT2:pTranslation);
  260. native SP_Sprite_Begin(SpriteHolder:sprite,flags);
  261. native SP_Sprite_End(SpriteHolder:sprite);
  262. native SP_Sprite_SetTransform(SpriteHolder:sprite,D3DMAT:pTransform);
  263. native SP_Sprite_Draw(SpriteHolder:sprite,TextureHolder:texture,RECT:pSrcRect,VECT3:pCenter,VECT3:pPosition,color);
  264. native VECT3:SP_CreateVector3Holder();
  265. native SP_Vector3Set(VECT3:id,Float:x,Float:y,Float:z);
  266. native SP_Vector3Get(VECT3:id,&Float:x,&Float:y,&Float:z);
  267. native RECT:SP_CreateRectangleHolder();
  268. native SP_RectangleSet(RECT:id,bottom,left,right,top);
  269. native SP_RectangleGet(RECT:id,&bottom,&left,&right,&top);
  270. native SP_GetBackBufferHeight();
  271. native SP_GetBackBufferWidth();
  272. native SP_Texture_Release(TextureHolder:texture);
  273. native SP_Sprite_Release(SpriteHolder:sprite);
  274. native SP_IsTextureNull(TextureHolder:texture);
  275. native SP_IsSpriteNull(SpriteHolder:sprite);
  276.  
  277. native SP_GetVehicleMatrix(&Float:vRightX,&Float:vRightY,&Float:vRightZ,&Float:vFrontX,&Float:vFrontY,&Float:vFrontZ,&Float:vUpX,&Float:vUpY,&Float:vUpZ,&Float:vPosX,&Float:vPosY,&Float:vPosZ);
  278. native SP_SetVehicleMatrix(Float:vRightX,Float:vRightY,Float:vRightZ,Float:vFrontX,Float:vFrontY,Float:vFrontZ,Float:vUpX,Float:vUpY,Float:vUpZ,Float:vPosX,Float:vPosY,Float:vPosZ);
  279. native SP_RotateVehicleMatrix(Float:vRightX,Float:vRightY,Float:vRightZ,Float:vFrontX,Float:vFrontY,Float:vFrontZ,Float:vUpX,Float:vUpY,Float:vUpZ,Float:vPosX,Float:vPosY,Float:vPosZ,Float:rotX,Float:rotY,Float:rotZ,Float:rotTheta,&Float:ovRightX,&Float:ovRightY,&Float:ovRightZ,&Float:ovFrontX,&Float:ovFrontY,&Float:ovFrontZ,&Float:ovUpX,&Float:ovUpY,&Float:ovUpZ,&Float:ovPosX,&Float:ovPosY,&Float:ovPosZ);
  280.  
  281. #define ROTATION_VECTOR_RIGHT (0)
  282. #define ROTATION_VECTOR_FRONT (1)
  283. #define ROTATION_VECTOR_UP (2)
  284. #define ROTATION_VECTOR_POS (3)
  285. native SP_GetVehicleRotation(rotation_vector,&Float:XY,&Float:YX,&Float:ZY,&Float:YZ,&Float:ZX,&Float:XZ);
  286. native SP_GetVehicleEulerRotation(&Float:x,&Float:y,&Float:z);
  287.  
  288. native SP_ReloadMe();
  289. native SP_ReloadScript(scriptname[]);
  290. native SP_LoadScript(scriptname[]);
  291. native SP_UnloadScript(scriptname[]);
  292.  
  293. native SP_LoadDll(library_name[],bool:IsAmxPlugin=true);//all filenames must be unique
  294. native SP_UnloadDll(library_name[]);
  295.  
  296. native SP_ProcessLineOfSight(Float:fX,Float:fY,Float:fZ,Float:eX,Float:eY,Float:eZ,&Float:cX,&Float:cY,&Float:cZ);
  297. native SP_TERMINATE_GTA();
  298.  
  299. native SP_DrawRadarArea(Float:minx,Float:miny,Float:maxx,Float:maxy,color_bgra);
  300. //
  301. forward OnScriptInit();
  302. forward OnScriptExit();
  303.  
  304. #define PLAYER_STATE_NONE (0)
  305. #define PLAYER_STATE_ONFOOT (1)
  306. #define PLAYER_STATE_VEHICLE (2)
  307. forward OnPedHealthChange(Float:oldHealth,Float:newHealth);
  308. forward OnVehicleHealthChange(Float:oldHealth,Float:newHealth);
  309. forward OnPedStateChange(oldstate,newstate);
  310. forward OnPedDead();
  311. forward OnPedVehicleEnter();
  312. forward OnPedVehicleExit();
  313. forward DirectXRenderer();
  314. forward InitDXRenderer();
  315. forward UnInitDXRenderer();
  316.  
  317. //keys
  318. /*
  319. * Virtual Keys, Standard Set
  320. */
  321. #define VK_LBUTTON 0x01
  322. #define VK_RBUTTON 0x02
  323. #define VK_CANCEL 0x03
  324. #define VK_MBUTTON 0x04 /* NOT contiguous with L & RBUTTON */
  325.  
  326. //#if(_WIN32_WINNT >= 0x0500)
  327. #define VK_XBUTTON1 0x05 /* NOT contiguous with L & RBUTTON */
  328. #define VK_XBUTTON2 0x06 /* NOT contiguous with L & RBUTTON */
  329. //#endif /* _WIN32_WINNT >= 0x0500 */
  330.  
  331. /*
  332. * 0x07 : unassigned
  333. */
  334.  
  335. #define VK_BACK 0x08
  336. #define VK_TAB 0x09
  337.  
  338. /*
  339. * 0x0A - 0x0B : reserved
  340. */
  341.  
  342. #define VK_CLEAR 0x0C
  343. #define VK_RETURN 0x0D
  344.  
  345. #define VK_SHIFT 0x10
  346. #define VK_CONTROL 0x11
  347. #define VK_MENU 0x12
  348. #define VK_PAUSE 0x13
  349. #define VK_CAPITAL 0x14
  350.  
  351. #define VK_KANA 0x15
  352. #define VK_HANGEUL 0x15 /* old name - should be here for compatibility */
  353. #define VK_HANGUL 0x15
  354. #define VK_JUNJA 0x17
  355. #define VK_FINAL 0x18
  356. #define VK_HANJA 0x19
  357. #define VK_KANJI 0x19
  358.  
  359. #define VK_ESCAPE 0x1B
  360.  
  361. #define VK_CONVERT 0x1C
  362. #define VK_NONCONVERT 0x1D
  363. #define VK_ACCEPT 0x1E
  364. #define VK_MODECHANGE 0x1F
  365.  
  366. #define VK_SPACE 0x20
  367. #define VK_PRIOR 0x21
  368. #define VK_NEXT 0x22
  369. #define VK_END 0x23
  370. #define VK_HOME 0x24
  371. #define VK_LEFT 0x25
  372. #define VK_UP 0x26
  373. #define VK_RIGHT 0x27
  374. #define VK_DOWN 0x28
  375. #define VK_SELECT 0x29
  376. #define VK_PRINT 0x2A
  377. #define VK_EXECUTE 0x2B
  378. #define VK_SNAPSHOT 0x2C
  379. #define VK_INSERT 0x2D
  380. #define VK_DELETE 0x2E
  381. #define VK_HELP 0x2F
  382.  
  383. /*
  384. * VK_0 - VK_9 are the same as ASCII '0' - '9' (0x30 - 0x39)
  385. * 0x40 : unassigned
  386. * VK_A - VK_Z are the same as ASCII 'A' - 'Z' (0x41 - 0x5A)
  387. */
  388.  
  389. #define VK_LWIN 0x5B
  390. #define VK_RWIN 0x5C
  391. #define VK_APPS 0x5D
  392.  
  393. /*
  394. * 0x5E : reserved
  395. */
  396.  
  397. #define VK_SLEEP 0x5F
  398.  
  399. #define VK_NUMPAD0 0x60
  400. #define VK_NUMPAD1 0x61
  401. #define VK_NUMPAD2 0x62
  402. #define VK_NUMPAD3 0x63
  403. #define VK_NUMPAD4 0x64
  404. #define VK_NUMPAD5 0x65
  405. #define VK_NUMPAD6 0x66
  406. #define VK_NUMPAD7 0x67
  407. #define VK_NUMPAD8 0x68
  408. #define VK_NUMPAD9 0x69
  409. #define VK_MULTIPLY 0x6A
  410. #define VK_ADD 0x6B
  411. #define VK_SEPARATOR 0x6C
  412. #define VK_SUBTRACT 0x6D
  413. #define VK_DECIMAL 0x6E
  414. #define VK_DIVIDE 0x6F
  415. #define VK_F1 0x70
  416. #define VK_F2 0x71
  417. #define VK_F3 0x72
  418. #define VK_F4 0x73
  419. #define VK_F5 0x74
  420. #define VK_F6 0x75
  421. #define VK_F7 0x76
  422. #define VK_F8 0x77
  423. #define VK_F9 0x78
  424. #define VK_F10 0x79
  425. #define VK_F11 0x7A
  426. #define VK_F12 0x7B
  427. #define VK_F13 0x7C
  428. #define VK_F14 0x7D
  429. #define VK_F15 0x7E
  430. #define VK_F16 0x7F
  431. #define VK_F17 0x80
  432. #define VK_F18 0x81
  433. #define VK_F19 0x82
  434. #define VK_F20 0x83
  435. #define VK_F21 0x84
  436. #define VK_F22 0x85
  437. #define VK_F23 0x86
  438. #define VK_F24 0x87
  439.  
  440. /*
  441. * 0x88 - 0x8F : unassigned
  442. */
  443.  
  444. #define VK_NUMLOCK 0x90
  445. #define VK_SCROLL 0x91
  446.  
  447. /*
  448. * NEC PC-9800 kbd definitions
  449. */
  450. #define VK_OEM_NEC_EQUAL 0x92 // '=' key on numpad
  451.  
  452. /*
  453. * Fujitsu/OASYS kbd definitions
  454. */
  455. #define VK_OEM_FJ_JISHO 0x92 // 'Dictionary' key
  456. #define VK_OEM_FJ_MASSHOU 0x93 // 'Unregister word' key
  457. #define VK_OEM_FJ_TOUROKU 0x94 // 'Register word' key
  458. #define VK_OEM_FJ_LOYA 0x95 // 'Left OYAYUBI' key
  459. #define VK_OEM_FJ_ROYA 0x96 // 'Right OYAYUBI' key
  460.  
  461. /*
  462. * 0x97 - 0x9F : unassigned
  463. */
  464.  
  465. /*
  466. * VK_L* & VK_R* - left and right Alt, Ctrl and Shift virtual keys.
  467. * Used only as parameters to GetAsyncKeyState() and GetKeyState().
  468. * No other API or message will distinguish left and right keys in this way.
  469. */
  470. #define VK_LSHIFT 0xA0
  471. #define VK_RSHIFT 0xA1
  472. #define VK_LCONTROL 0xA2
  473. #define VK_RCONTROL 0xA3
  474. #define VK_LMENU 0xA4
  475. #define VK_RMENU 0xA5
  476.  
  477. //#if(_WIN32_WINNT >= 0x0500)
  478. #define VK_BROWSER_BACK 0xA6
  479. #define VK_BROWSER_FORWARD 0xA7
  480. #define VK_BROWSER_REFRESH 0xA8
  481. #define VK_BROWSER_STOP 0xA9
  482. #define VK_BROWSER_SEARCH 0xAA
  483. #define VK_BROWSER_FAVORITES 0xAB
  484. #define VK_BROWSER_HOME 0xAC
  485.  
  486. #define VK_VOLUME_MUTE 0xAD
  487. #define VK_VOLUME_DOWN 0xAE
  488. #define VK_VOLUME_UP 0xAF
  489. #define VK_MEDIA_NEXT_TRACK 0xB0
  490. #define VK_MEDIA_PREV_TRACK 0xB1
  491. #define VK_MEDIA_STOP 0xB2
  492. #define VK_MEDIA_PLAY_PAUSE 0xB3
  493. #define VK_LAUNCH_MAIL 0xB4
  494. #define VK_LAUNCH_MEDIA_SELECT 0xB5
  495. #define VK_LAUNCH_APP1 0xB6
  496. #define VK_LAUNCH_APP2 0xB7
  497.  
  498. //#endif /* _WIN32_WINNT >= 0x0500 */
  499.  
  500. /*
  501. * 0xB8 - 0xB9 : reserved
  502. */
  503.  
  504. #define VK_OEM_1 0xBA // ';:' for US
  505. #define VK_OEM_PLUS 0xBB // '+' any country
  506. #define VK_OEM_COMMA 0xBC // ',' any country
  507. #define VK_OEM_MINUS 0xBD // '-' any country
  508. #define VK_OEM_PERIOD 0xBE // '.' any country
  509. #define VK_OEM_2 0xBF // '/?' for US
  510. #define VK_OEM_3 0xC0 // '`~' for US
  511.  
  512. /*
  513. * 0xC1 - 0xD7 : reserved
  514. */
  515.  
  516. /*
  517. * 0xD8 - 0xDA : unassigned
  518. */
  519.  
  520. #define VK_OEM_4 0xDB // '[{' for US
  521. #define VK_OEM_5 0xDC // '\|' for US
  522. #define VK_OEM_6 0xDD // ']}' for US
  523. #define VK_OEM_7 0xDE // ''"' for US
  524. #define VK_OEM_8 0xDF
  525.  
  526. /*
  527. * 0xE0 : reserved
  528. */
  529.  
  530. /*
  531. * Various extended or enhanced keyboards
  532. */
  533. #define VK_OEM_AX 0xE1 // 'AX' key on Japanese AX kbd
  534. #define VK_OEM_102 0xE2 // "<>" or "\|" on RT 102-key kbd.
  535. #define VK_ICO_HELP 0xE3 // Help key on ICO
  536. #define VK_ICO_00 0xE4 // 00 key on ICO
  537.  
  538. //#if(WINVER >= 0x0400)
  539. #define VK_PROCESSKEY 0xE5
  540. //#endif /* WINVER >= 0x0400 */
  541.  
  542. #define VK_ICO_CLEAR 0xE6
  543.  
  544.  
  545. //#if(_WIN32_WINNT >= 0x0500)
  546. #define VK_PACKET 0xE7
  547. //#endif /* _WIN32_WINNT >= 0x0500 */
  548.  
  549. /*
  550. * 0xE8 : unassigned
  551. */
  552.  
  553. /*
  554. * Nokia/Ericsson definitions
  555. */
  556. #define VK_OEM_RESET 0xE9
  557. #define VK_OEM_JUMP 0xEA
  558. #define VK_OEM_PA1 0xEB
  559. #define VK_OEM_PA2 0xEC
  560. #define VK_OEM_PA3 0xED
  561. #define VK_OEM_WSCTRL 0xEE
  562. #define VK_OEM_CUSEL 0xEF
  563. #define VK_OEM_ATTN 0xF0
  564. #define VK_OEM_FINISH 0xF1
  565. #define VK_OEM_COPY 0xF2
  566. #define VK_OEM_AUTO 0xF3
  567. #define VK_OEM_ENLW 0xF4
  568. #define VK_OEM_BACKTAB 0xF5
  569.  
  570. #define VK_ATTN 0xF6
  571. #define VK_CRSEL 0xF7
  572. #define VK_EXSEL 0xF8
  573. #define VK_EREOF 0xF9
  574. #define VK_PLAY 0xFA
  575. #define VK_ZOOM 0xFB
  576. #define VK_NONAME 0xFC
  577. #define VK_PA1 0xFD
  578. #define VK_OEM_CLEAR 0xFE
  579.  
  580.  
  581. #define VK_KEY_0 0x30
  582. #define VK_KEY_1 0x31
  583. #define VK_KEY_2 0x32
  584. #define VK_KEY_3 0x33
  585. #define VK_KEY_4 0x34
  586. #define VK_KEY_5 0x35
  587. #define VK_KEY_6 0x36
  588. #define VK_KEY_7 0x37
  589. #define VK_KEY_8 0x38
  590. #define VK_KEY_9 0x39
  591.  
  592. #define VK_KEY_A 0x41
  593. #define VK_KEY_B 0x42
  594. #define VK_KEY_C 0x43
  595. #define VK_KEY_D 0x44
  596. #define VK_KEY_E 0x45
  597. #define VK_KEY_F 0x46
  598. #define VK_KEY_G 0x47
  599. #define VK_KEY_H 0x48
  600. #define VK_KEY_I 0x49
  601. #define VK_KEY_J 0x4A
  602. #define VK_KEY_K 0x4B
  603. #define VK_KEY_L 0x4C
  604. #define VK_KEY_M 0x4D
  605. #define VK_KEY_N 0x4E
  606. #define VK_KEY_O 0x4F
  607. #define VK_KEY_P 0x50
  608. #define VK_KEY_Q 0x51
  609. #define VK_KEY_R 0x52
  610. #define VK_KEY_S 0x53
  611. #define VK_KEY_T 0x54
  612. #define VK_KEY_U 0x55
  613. #define VK_KEY_V 0x56
  614. #define VK_KEY_W 0x57
  615. #define VK_KEY_X 0x58
  616. #define VK_KEY_Y 0x59
  617. #define VK_KEY_Z 0x5A
  618.  
  619. /*
  620. * 0xFF : reserved
  621. */
  622. ///
  623.  
  624. /*******************SSFE -- Samp Server Functions Emulator*********************/
  625. #tryinclude <SSFE_03e>
  626. #tryinclude "SSFE_03e.inc"
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