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- //v3.0
- #if defined _singleplayer_included
- #endinput
- #endif
- #define _singleplayer_included
- #pragma library PawnForSinglePlayer
- #include <core>
- #include <file>
- #include <float>
- #include <string>
- #include <time>
- #pragma tabsize 4
- native SP_GetGameVersion();
- native SP_GetBlurLevel();
- native SP_GetGameTime(&hour,&minute);
- native Float:SP_GetFPS();
- native Float:SP_GetGameSpeed();
- native Float:SP_GetGravity();
- native SP_GetBikeFrontWheelCounter();
- native Float:SP_GetBikeFrontWheelDist();
- native SP_GetBikeRearWheelCounter();
- native Float:SP_GetBikeRearWheelDist();
- native SP_GetCarLess3WheelCounter();
- native SP_GetCarTwoWheelCounter();
- native Float:SP_GetCarTwoWheelDist();
- native bool:SP_GetCrossHair(&Float:x,&Float:y);//return value - crosshair::enabled/disabled
- native SP_GetDoesNotGetTired();
- native Float:SP_GetFPSMoveHeading();
- native SP_GetLastTimeBigGunFired();
- native SP_GetLastTimeEaten();
- native SP_GetPlayerMoney();
- native SP_GetWantedLevel();
- native SP_SetMaximumWantedLevel(MaxWantedLevel);
- native SP_SetWantedLevel(WantedLevel);
- native SP_SetWantedLevelNoDrop(WantedLevel);
- native SP_GivePlayerParachute();
- native SP_SetDoesNotGetTired(bool:DoesNotGetTired);
- native SP_SetLastTimeBigGunFired(time);
- native SP_SetLastTimeEaten(time);
- native SP_SetPlayerMoney(money);
- native SP_StreamParachuteWeapon(bool:AllowParachute);
- native SP_RemoveWeaponModel(model);
- native SP_RemoveAllWeapons();
- native SP_GetAreaCode();
- native Float:SP_GetArmor();
- native bool:SP_GetCanBeShotInVehicle();
- native bool:SP_GetCantBeKnockedOffBike();
- native Float:SP_GetCurrentRotation();
- native SP_GetCurrentWeaponSlot();
- native Float:SP_GetDistFromCentreOfMassBase();
- native Float:SP_GetElasticity();
- native SP_GetFightingStyle();
- native Float:SP_GetHealth(bool:CurrentVehicle=false);
- native Float:SP_GetMass();
- native SP_GetModelIndex();
- native SP_GetMovementSpeed(&Float:x,&Float:y,&Float:z,bool:CurrentVehicle=true);
- native SP_GetOccupiedSeat();
- 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
- native SP_GetRunState();
- native bool:SP_GetStayInSamePlace();
- native Float:SP_GetTargetRotation();
- native bool:SP_GetTestForShotInVehicle();
- native Float:SP_GetTurnMass(bool:CurrentVehicle=false);
- native SP_GetTurnSpeed(&Float:x,&Float:y,&Float:z,bool:CurrentVehicle=false);
- native bool:SP_GetUnderwater();
- native SP_GetType();
- native SP_GiveWeapon(WeaponType,Ammo,WeaponSkill);
- native bool:SP_IsBackfaceCulled();
- native bool:SP_IsDucking();
- native bool:SP_IsFullyVisible();
- native bool:SP_IsInWater();
- native bool:SP_IsOnFire();
- native bool:SP_IsOnScreen();
- native SP_IsStatic();
- native bool:SP_IsStaticWaitingForCollision();
- native bool:SP_IsVisible();
- native bool:SP_IsWearingGoggles();
- native SP_Respawn(Float:x,Float:y,Float:z,bool:CameraCut);
- native SP_SetAreaCode(areacode);
- native SP_SetArmor(Float:armor);
- native SP_SetBackfaceCulled(bool:backfaceculled);
- native Float:SP_GetBuoyancyConstant();
- native SP_SetBuoyancyConstant(Float:constante);
- native SP_SetCanBeShotInVehicle(bool:Shot);
- native SP_SetCantBeKnockedOffBike(CantBeKnockedOffBike);
- native SP_SetCurrentRotation(Float:rot);
- native SP_SetCurrentWeaponSlot(slot);
- native SP_SetDucking(bool:Duck);
- native SP_SetElasticity(Float:elasticity);
- native SP_SetFightingStyle(ightingStyle);
- native SP_SetFootBlood(FootBlood);
- native SP_SetGogglesState(bool:IsWearingThem);
- native SP_SetHealth(Float:health,bool:CurrentVehicle=false);
- native SP_SetIsStanding(bool:standing);
- native SP_SetLighting(Float:lighting);
- native Float:SP_GetLighting();
- native SP_SetMass(Float:mass,bool:CurrentVehicle=false);
- native SP_SetModelIndex(index);
- native SP_SetMoveSpeed(Float:x,Float:y,Float:z,bool:CurrentVehicle=true);
- native SP_SetOccupiedSeat(seat);
- native SP_SetOnFire(bool:OnFire);
- native SP_SetOrientation(Float:x,Float:y,Float:z,bool:CurrentVehicle=false);
- native SP_SetOxygenLevel(Float:level);
- native SP_SetPosition(Float:x,Float:y,Float:z,bool:SetCurrentVehiclePosition=false);
- native SP_SetStaticWaitingForCollision(bool:Static);
- native SP_SetStayInSamePlace(bool:Stay);
- native SP_SetTargetRotation(Float:rot);
- native SP_SetTestForShotInVehicle(bool:Test);
- native SP_SetTurnMass(Float:mass,bool:CurrentVehicle=false);
- native SP_SetTurnSpeed(Float:x,Float:y,Float:z,bool:CurrentVehicle=false);
- native SP_SetUnderwater(bool:UnderWater);
- native SP_SetUsesCollision(bool:UsesCollision);
- native SP_SetVisible(bool:Visible);
- native SP_Teleport(Float:x,Float:y,Float:z,bool:CurrentVehile=false);//curr position+tp position
- native SP_SetGravity(Float:gravity);//0.00981 is a kinda default gravity (europe)
- native SP_SetBlurLevel(blurlevel);//0..255
- native SP_SetGameSpeed(Float:gamespeed);//1.0 = 100%
- native SP_GetVehicleCount(); //test function for something..
- native print(text[]);
- //#define printf(%1) print(sprintf(%1))
- native printf(const format[], {Float,_}:...);
- native GetTickCount();
- native format(output[], len, const format[], {Float,_}:...);
- /* Font Weights */
- #define FW_DONTCARE 0
- #define FW_THIN 100
- #define FW_EXTRALIGHT 200
- #define FW_LIGHT 300
- #define FW_NORMAL 400
- #define FW_MEDIUM 500
- #define FW_SEMIBOLD 600
- #define FW_BOLD 700
- #define FW_EXTRABOLD 800
- #define FW_HEAVY 900
- #define FW_ULTRALIGHT FW_EXTRALIGHT
- #define FW_REGULAR FW_NORMAL
- #define FW_DEMIBOLD FW_SEMIBOLD
- #define FW_ULTRABOLD FW_EXTRABOLD
- #define FW_BLACK FW_HEAVY
- native SP_AddFont(fontname[],size,flags);
- //only in DirectXRenderer
- //color = 0xAARRGGBB;
- native SP_DrawText(FontID,Float:X,Float:Y,color,text[]);//doesn't like empty "text"
- native SP_DrawLine(Float:sX,Float:sY,Float:sZ,Float:eX,Float:eY,Float:eZ,color);
- native SP_DrawBox(Float:x,Float:y,Float:w,Float:h,color);
- native SP_DrawBoxBorder(Float:x,Float:y,Float:w,Float:h,border_color,box_color);
- /////////////////////////
- native SP_GetScreenInfo(&depth,&refreshRate,&height,&width);
- native SP_GetCursorPosition(&x,&y);
- native SP_ShowCursor(bool:show);
- native SP_IsKeyPressed(key);
- native SP_IsKeyDown(key);//can be used for mouse buttons too
- #define KEYPRESS_DOWN 0
- #define KEYPRESS_UP 1
- 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..
- native SP_GetLastError();
- //vehicle
- native SP_IsPlayerInVehicle();
- native SP_GetVehicleModel();
- native SP_AddVehicleUpgrade(modelid);
- native SP_AreVehicleDoorsLocked();
- native SP_AreVehicleDoorsUndamageable();
- native SP_BurstVehicleTyre(tyre);
- native SP_BreakVehicleTowLink();
- native SP_CarHasRoof();
- native SP_ExtinguishCarFire();
- native SP_FixVehicle();
- native SP_GetCanVehicleBeDamaged();
- native SP_CanVehicleBeTargetedByBazoka();
- native SP_CanVehiclePetrolTankBeShot();
- native SP_DoesVehColorChangeOnPaintjob();
- native SP_GetVehicleColor(&color1,&color2,&color3,&color4);
- native SP_GetCurrentGear();
- native Float:SP_GetVehicleElasticity();
- native Float:SP_GetVehicleGasPedal();
- native Float:SP_GetVehicleBreakPedal();
- #define VHD_ABS (0) //bool enabled
- #define VHD_AnimGroup (1) //byte animgroup
- #define VHD_BrakeBias (2) //float
- #define VHD_BrakeDecelleration (3) //float
- #define CAR_DRIVE_TYPE_FOURWHEEL (52)
- #define CAR_DRIVE_TYPE_FWD (70)
- #define CAR_DRIVE_TYPE_RWD (82)
- #define SetCarDriveType (4) //type
- #define CAR_ENGINE_TYPE_DIESEL (68)
- #define CAR_ENGINE_TYPE_ELECTRIC (69)
- #define CAR_ENGINE_TYPE_PETROL (80)
- #define VHD_CarEngineType (5) //type
- #define VHD_CenterOfMass (6) //float float float
- #define VHD_CollisionDamageMultiplier (7) //float
- #define VHD_DragCoeff (8) //float
- #define VHD_EngineAccelleration (9) //float
- #define VHD_EngineInertia (10) //float
- #define VHD_HandlingFlags (11) //flags
- #define LIGHT_TYPE_BIG (2)
- #define LIGHT_TYPE_LONG (0)
- #define LIGHT_TYPE_SMALL (1)
- #define LIGHT_TYPE_TALL (3)
- #define VHD_HeadLight (12) // type
- #define VHD_Mass (13) //float
- #define VHD_MaxVelocity (14) //float
- #define VHD_ModelFlags (15) //flags
- #define VHD_Monetary (16) // amount
- #define VHD_NumbeOfGears (17) //amount
- #define VHD_PercentSubmerged (18) //percent int
- #define VHD_SeatOffsetDistance (19) //float
- #define VHD_SteeringLock (20) //float
- #define VHD_SuspensionMultiplier (21) //float
- #define VHD_SuspensionDamping (22) //float
- #define VHD_SuspensionForceLevel (23) //float
- #define VHD_SuspensionFrontRearBias (24) //float
- #define VHD_SuspensionHighSpeedDaming (25) //float
- #define VHD_SuspensionLowerLimit (26) //float
- #define VHD_SuspensionUpperLimit (27) //float
- #define VHD_TailLight (28) //LIGHT_TYPE
- #define VHD_TractionBias (29) //float
- #define VHD_TractionLoss (30) //float
- #define VHD_TractionMultiplier (31) //float
- #define VHD_TurnMass (32) //float
- native SP_SetVehicleHandlingData(VHD_TYPE,{Float,_}:...);
- native Float:SP_GetVehicleHandlingDataFloat(VHD_TYPE);
- native SP_GetVehicleHandlingDataInt(VHD_TYPE);
- native SP_GetVehicleCenterOfMass(&Float:x,&Float:y,&Float:z);
- native SP_SetVehclePaintjob(paintjobid);
- native SP_SetVehclePaintjobDictionary(paintjobidtexture);
- native SP_SetChangeColourOnPaintjob(bool:changecolor);
- native SP_SetVehicleColor(color1,color2,color3,color4);
- //
- native SP_CreateTexture(filename[],TextureHolder:texture);
- native SP_CreateSprite(SpriteHolder:sprite);
- native TextureHolder:SP_CreateTextureHolder();
- native SpriteHolder:SP_CreateSpriteHolder();
- native D3DMAT:SP_CreateD3DMatrixHolder();
- native VECT2:SP_CreateVector2Holder();
- native SP_Vector2Set(VECT2:id,Float:x,Float:y);
- native SP_Vector2Get(VECT2:id,&Float:x,&Float:y);
- native SP_D3DMatrixTransformation2D(D3DMAT:pOut,VECT2:pScalingCenter,Float:ScalingRotation,VECT2:pScaling,VECT2:pRotationCenter,Float:Rotation,VECT2:pTranslation);
- native SP_Sprite_Begin(SpriteHolder:sprite,flags);
- native SP_Sprite_End(SpriteHolder:sprite);
- native SP_Sprite_SetTransform(SpriteHolder:sprite,D3DMAT:pTransform);
- native SP_Sprite_Draw(SpriteHolder:sprite,TextureHolder:texture,RECT:pSrcRect,VECT3:pCenter,VECT3:pPosition,color);
- native VECT3:SP_CreateVector3Holder();
- native SP_Vector3Set(VECT3:id,Float:x,Float:y,Float:z);
- native SP_Vector3Get(VECT3:id,&Float:x,&Float:y,&Float:z);
- native RECT:SP_CreateRectangleHolder();
- native SP_RectangleSet(RECT:id,bottom,left,right,top);
- native SP_RectangleGet(RECT:id,&bottom,&left,&right,&top);
- native SP_GetBackBufferHeight();
- native SP_GetBackBufferWidth();
- native SP_Texture_Release(TextureHolder:texture);
- native SP_Sprite_Release(SpriteHolder:sprite);
- native SP_IsTextureNull(TextureHolder:texture);
- native SP_IsSpriteNull(SpriteHolder:sprite);
- 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);
- 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);
- 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);
- #define ROTATION_VECTOR_RIGHT (0)
- #define ROTATION_VECTOR_FRONT (1)
- #define ROTATION_VECTOR_UP (2)
- #define ROTATION_VECTOR_POS (3)
- native SP_GetVehicleRotation(rotation_vector,&Float:XY,&Float:YX,&Float:ZY,&Float:YZ,&Float:ZX,&Float:XZ);
- native SP_GetVehicleEulerRotation(&Float:x,&Float:y,&Float:z);
- native SP_ReloadMe();
- native SP_ReloadScript(scriptname[]);
- native SP_LoadScript(scriptname[]);
- native SP_UnloadScript(scriptname[]);
- native SP_LoadDll(library_name[],bool:IsAmxPlugin=true);//all filenames must be unique
- native SP_UnloadDll(library_name[]);
- native SP_ProcessLineOfSight(Float:fX,Float:fY,Float:fZ,Float:eX,Float:eY,Float:eZ,&Float:cX,&Float:cY,&Float:cZ);
- native SP_TERMINATE_GTA();
- native SP_DrawRadarArea(Float:minx,Float:miny,Float:maxx,Float:maxy,color_bgra);
- //
- forward OnScriptInit();
- forward OnScriptExit();
- #define PLAYER_STATE_NONE (0)
- #define PLAYER_STATE_ONFOOT (1)
- #define PLAYER_STATE_VEHICLE (2)
- forward OnPedHealthChange(Float:oldHealth,Float:newHealth);
- forward OnVehicleHealthChange(Float:oldHealth,Float:newHealth);
- forward OnPedStateChange(oldstate,newstate);
- forward OnPedDead();
- forward OnPedVehicleEnter();
- forward OnPedVehicleExit();
- forward DirectXRenderer();
- forward InitDXRenderer();
- forward UnInitDXRenderer();
- //keys
- /*
- * Virtual Keys, Standard Set
- */
- #define VK_LBUTTON 0x01
- #define VK_RBUTTON 0x02
- #define VK_CANCEL 0x03
- #define VK_MBUTTON 0x04 /* NOT contiguous with L & RBUTTON */
- //#if(_WIN32_WINNT >= 0x0500)
- #define VK_XBUTTON1 0x05 /* NOT contiguous with L & RBUTTON */
- #define VK_XBUTTON2 0x06 /* NOT contiguous with L & RBUTTON */
- //#endif /* _WIN32_WINNT >= 0x0500 */
- /*
- * 0x07 : unassigned
- */
- #define VK_BACK 0x08
- #define VK_TAB 0x09
- /*
- * 0x0A - 0x0B : reserved
- */
- #define VK_CLEAR 0x0C
- #define VK_RETURN 0x0D
- #define VK_SHIFT 0x10
- #define VK_CONTROL 0x11
- #define VK_MENU 0x12
- #define VK_PAUSE 0x13
- #define VK_CAPITAL 0x14
- #define VK_KANA 0x15
- #define VK_HANGEUL 0x15 /* old name - should be here for compatibility */
- #define VK_HANGUL 0x15
- #define VK_JUNJA 0x17
- #define VK_FINAL 0x18
- #define VK_HANJA 0x19
- #define VK_KANJI 0x19
- #define VK_ESCAPE 0x1B
- #define VK_CONVERT 0x1C
- #define VK_NONCONVERT 0x1D
- #define VK_ACCEPT 0x1E
- #define VK_MODECHANGE 0x1F
- #define VK_SPACE 0x20
- #define VK_PRIOR 0x21
- #define VK_NEXT 0x22
- #define VK_END 0x23
- #define VK_HOME 0x24
- #define VK_LEFT 0x25
- #define VK_UP 0x26
- #define VK_RIGHT 0x27
- #define VK_DOWN 0x28
- #define VK_SELECT 0x29
- #define VK_PRINT 0x2A
- #define VK_EXECUTE 0x2B
- #define VK_SNAPSHOT 0x2C
- #define VK_INSERT 0x2D
- #define VK_DELETE 0x2E
- #define VK_HELP 0x2F
- /*
- * VK_0 - VK_9 are the same as ASCII '0' - '9' (0x30 - 0x39)
- * 0x40 : unassigned
- * VK_A - VK_Z are the same as ASCII 'A' - 'Z' (0x41 - 0x5A)
- */
- #define VK_LWIN 0x5B
- #define VK_RWIN 0x5C
- #define VK_APPS 0x5D
- /*
- * 0x5E : reserved
- */
- #define VK_SLEEP 0x5F
- #define VK_NUMPAD0 0x60
- #define VK_NUMPAD1 0x61
- #define VK_NUMPAD2 0x62
- #define VK_NUMPAD3 0x63
- #define VK_NUMPAD4 0x64
- #define VK_NUMPAD5 0x65
- #define VK_NUMPAD6 0x66
- #define VK_NUMPAD7 0x67
- #define VK_NUMPAD8 0x68
- #define VK_NUMPAD9 0x69
- #define VK_MULTIPLY 0x6A
- #define VK_ADD 0x6B
- #define VK_SEPARATOR 0x6C
- #define VK_SUBTRACT 0x6D
- #define VK_DECIMAL 0x6E
- #define VK_DIVIDE 0x6F
- #define VK_F1 0x70
- #define VK_F2 0x71
- #define VK_F3 0x72
- #define VK_F4 0x73
- #define VK_F5 0x74
- #define VK_F6 0x75
- #define VK_F7 0x76
- #define VK_F8 0x77
- #define VK_F9 0x78
- #define VK_F10 0x79
- #define VK_F11 0x7A
- #define VK_F12 0x7B
- #define VK_F13 0x7C
- #define VK_F14 0x7D
- #define VK_F15 0x7E
- #define VK_F16 0x7F
- #define VK_F17 0x80
- #define VK_F18 0x81
- #define VK_F19 0x82
- #define VK_F20 0x83
- #define VK_F21 0x84
- #define VK_F22 0x85
- #define VK_F23 0x86
- #define VK_F24 0x87
- /*
- * 0x88 - 0x8F : unassigned
- */
- #define VK_NUMLOCK 0x90
- #define VK_SCROLL 0x91
- /*
- * NEC PC-9800 kbd definitions
- */
- #define VK_OEM_NEC_EQUAL 0x92 // '=' key on numpad
- /*
- * Fujitsu/OASYS kbd definitions
- */
- #define VK_OEM_FJ_JISHO 0x92 // 'Dictionary' key
- #define VK_OEM_FJ_MASSHOU 0x93 // 'Unregister word' key
- #define VK_OEM_FJ_TOUROKU 0x94 // 'Register word' key
- #define VK_OEM_FJ_LOYA 0x95 // 'Left OYAYUBI' key
- #define VK_OEM_FJ_ROYA 0x96 // 'Right OYAYUBI' key
- /*
- * 0x97 - 0x9F : unassigned
- */
- /*
- * VK_L* & VK_R* - left and right Alt, Ctrl and Shift virtual keys.
- * Used only as parameters to GetAsyncKeyState() and GetKeyState().
- * No other API or message will distinguish left and right keys in this way.
- */
- #define VK_LSHIFT 0xA0
- #define VK_RSHIFT 0xA1
- #define VK_LCONTROL 0xA2
- #define VK_RCONTROL 0xA3
- #define VK_LMENU 0xA4
- #define VK_RMENU 0xA5
- //#if(_WIN32_WINNT >= 0x0500)
- #define VK_BROWSER_BACK 0xA6
- #define VK_BROWSER_FORWARD 0xA7
- #define VK_BROWSER_REFRESH 0xA8
- #define VK_BROWSER_STOP 0xA9
- #define VK_BROWSER_SEARCH 0xAA
- #define VK_BROWSER_FAVORITES 0xAB
- #define VK_BROWSER_HOME 0xAC
- #define VK_VOLUME_MUTE 0xAD
- #define VK_VOLUME_DOWN 0xAE
- #define VK_VOLUME_UP 0xAF
- #define VK_MEDIA_NEXT_TRACK 0xB0
- #define VK_MEDIA_PREV_TRACK 0xB1
- #define VK_MEDIA_STOP 0xB2
- #define VK_MEDIA_PLAY_PAUSE 0xB3
- #define VK_LAUNCH_MAIL 0xB4
- #define VK_LAUNCH_MEDIA_SELECT 0xB5
- #define VK_LAUNCH_APP1 0xB6
- #define VK_LAUNCH_APP2 0xB7
- //#endif /* _WIN32_WINNT >= 0x0500 */
- /*
- * 0xB8 - 0xB9 : reserved
- */
- #define VK_OEM_1 0xBA // ';:' for US
- #define VK_OEM_PLUS 0xBB // '+' any country
- #define VK_OEM_COMMA 0xBC // ',' any country
- #define VK_OEM_MINUS 0xBD // '-' any country
- #define VK_OEM_PERIOD 0xBE // '.' any country
- #define VK_OEM_2 0xBF // '/?' for US
- #define VK_OEM_3 0xC0 // '`~' for US
- /*
- * 0xC1 - 0xD7 : reserved
- */
- /*
- * 0xD8 - 0xDA : unassigned
- */
- #define VK_OEM_4 0xDB // '[{' for US
- #define VK_OEM_5 0xDC // '\|' for US
- #define VK_OEM_6 0xDD // ']}' for US
- #define VK_OEM_7 0xDE // ''"' for US
- #define VK_OEM_8 0xDF
- /*
- * 0xE0 : reserved
- */
- /*
- * Various extended or enhanced keyboards
- */
- #define VK_OEM_AX 0xE1 // 'AX' key on Japanese AX kbd
- #define VK_OEM_102 0xE2 // "<>" or "\|" on RT 102-key kbd.
- #define VK_ICO_HELP 0xE3 // Help key on ICO
- #define VK_ICO_00 0xE4 // 00 key on ICO
- //#if(WINVER >= 0x0400)
- #define VK_PROCESSKEY 0xE5
- //#endif /* WINVER >= 0x0400 */
- #define VK_ICO_CLEAR 0xE6
- //#if(_WIN32_WINNT >= 0x0500)
- #define VK_PACKET 0xE7
- //#endif /* _WIN32_WINNT >= 0x0500 */
- /*
- * 0xE8 : unassigned
- */
- /*
- * Nokia/Ericsson definitions
- */
- #define VK_OEM_RESET 0xE9
- #define VK_OEM_JUMP 0xEA
- #define VK_OEM_PA1 0xEB
- #define VK_OEM_PA2 0xEC
- #define VK_OEM_PA3 0xED
- #define VK_OEM_WSCTRL 0xEE
- #define VK_OEM_CUSEL 0xEF
- #define VK_OEM_ATTN 0xF0
- #define VK_OEM_FINISH 0xF1
- #define VK_OEM_COPY 0xF2
- #define VK_OEM_AUTO 0xF3
- #define VK_OEM_ENLW 0xF4
- #define VK_OEM_BACKTAB 0xF5
- #define VK_ATTN 0xF6
- #define VK_CRSEL 0xF7
- #define VK_EXSEL 0xF8
- #define VK_EREOF 0xF9
- #define VK_PLAY 0xFA
- #define VK_ZOOM 0xFB
- #define VK_NONAME 0xFC
- #define VK_PA1 0xFD
- #define VK_OEM_CLEAR 0xFE
- #define VK_KEY_0 0x30
- #define VK_KEY_1 0x31
- #define VK_KEY_2 0x32
- #define VK_KEY_3 0x33
- #define VK_KEY_4 0x34
- #define VK_KEY_5 0x35
- #define VK_KEY_6 0x36
- #define VK_KEY_7 0x37
- #define VK_KEY_8 0x38
- #define VK_KEY_9 0x39
- #define VK_KEY_A 0x41
- #define VK_KEY_B 0x42
- #define VK_KEY_C 0x43
- #define VK_KEY_D 0x44
- #define VK_KEY_E 0x45
- #define VK_KEY_F 0x46
- #define VK_KEY_G 0x47
- #define VK_KEY_H 0x48
- #define VK_KEY_I 0x49
- #define VK_KEY_J 0x4A
- #define VK_KEY_K 0x4B
- #define VK_KEY_L 0x4C
- #define VK_KEY_M 0x4D
- #define VK_KEY_N 0x4E
- #define VK_KEY_O 0x4F
- #define VK_KEY_P 0x50
- #define VK_KEY_Q 0x51
- #define VK_KEY_R 0x52
- #define VK_KEY_S 0x53
- #define VK_KEY_T 0x54
- #define VK_KEY_U 0x55
- #define VK_KEY_V 0x56
- #define VK_KEY_W 0x57
- #define VK_KEY_X 0x58
- #define VK_KEY_Y 0x59
- #define VK_KEY_Z 0x5A
- /*
- * 0xFF : reserved
- */
- ///
- /*******************SSFE -- Samp Server Functions Emulator*********************/
- #tryinclude <SSFE_03e>
- #tryinclude "SSFE_03e.inc"
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