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- /* SA-MP Player Functions
- *
- * (c) Copyright 2005-2012, SA-MP Team
- *
- */
- #if defined _players_included
- #endinput
- #endif
- #define _players_included
- #pragma library players
- #define SPECIAL_ACTION_NONE 0
- #define SPECIAL_ACTION_DUCK 1
- #define SPECIAL_ACTION_USEJETPACK 2
- #define SPECIAL_ACTION_ENTER_VEHICLE 3
- #define SPECIAL_ACTION_EXIT_VEHICLE 4
- #define SPECIAL_ACTION_DANCE1 5
- #define SPECIAL_ACTION_DANCE2 6
- #define SPECIAL_ACTION_DANCE3 7
- #define SPECIAL_ACTION_DANCE4 8
- #define SPECIAL_ACTION_HANDSUP 10
- #define SPECIAL_ACTION_USECELLPHONE 11
- #define SPECIAL_ACTION_SITTING 12
- #define SPECIAL_ACTION_STOPUSECELLPHONE 13
- #define SPECIAL_ACTION_DRINK_BEER 20
- #define SPECIAL_ACTION_SMOKE_CIGGY 21
- #define SPECIAL_ACTION_DRINK_WINE 22
- #define SPECIAL_ACTION_DRINK_SPRUNK 23
- #define SPECIAL_ACTION_CUFFED 24
- #define FIGHT_STYLE_NORMAL 4
- #define FIGHT_STYLE_BOXING 5
- #define FIGHT_STYLE_KUNGFU 6
- #define FIGHT_STYLE_KNEEHEAD 7
- #define FIGHT_STYLE_GRABKICK 15
- #define FIGHT_STYLE_ELBOW 16
- #define WEAPONSKILL_PISTOL 0
- #define WEAPONSKILL_PISTOL_SILENCED 1
- #define WEAPONSKILL_DESERT_EAGLE 2
- #define WEAPONSKILL_SHOTGUN 3
- #define WEAPONSKILL_SAWNOFF_SHOTGUN 4
- #define WEAPONSKILL_SPAS12_SHOTGUN 5
- #define WEAPONSKILL_MICRO_UZI 6
- #define WEAPONSKILL_MP5 7
- #define WEAPONSKILL_AK47 8
- #define WEAPONSKILL_M4 9
- #define WEAPONSKILL_SNIPERRIFLE 10
- #define WEAPONSTATE_UNKNOWN -1
- #define WEAPONSTATE_NO_BULLETS 0
- #define WEAPONSTATE_LAST_BULLET 1
- #define WEAPONSTATE_MORE_BULLETS 2
- #define WEAPONSTATE_RELOADING 3
- // Player
- native SetSpawnInfo(playerid, team, skin, Float:x, Float:y, Float:z, Float:rotation, weapon1, weapon1_ammo, weapon2, weapon2_ammo, weapon3, weapon3_ammo);
- native SpawnPlayer(playerid);
- // Player info
- native SetPlayerPos(playerid, Float:x, Float:y, Float:z);
- native SetPlayerPosFindZ(playerid, Float:x, Float:y, Float:z);
- native GetPlayerPos(playerid, &Float:x, &Float:y, &Float:z);
- native SetPlayerFacingAngle(playerid,Float:ang);
- native GetPlayerFacingAngle(playerid,&Float:ang);
- native IsPlayerInRangeOfPoint(playerid, Float:range, Float:x, Float:y, Float:z);
- native Float:GetPlayerDistanceFromPoint(playerid, Float:X, Float:Y, Float:Z);
- native IsPlayerStreamedIn(playerid, forplayerid);
- native SetPlayerInterior(playerid,interiorid);
- native GetPlayerInterior(playerid);
- native SetPlayerHealth(playerid, Float:health);
- native GetPlayerHealth(playerid, &Float:health);
- native SetPlayerArmour(playerid, Float:armour);
- native GetPlayerArmour(playerid, &Float:armour);
- native SetPlayerAmmo(playerid, weaponslot, ammo);
- native GetPlayerAmmo(playerid);
- native GetPlayerWeaponState(playerid);
- native GetPlayerTargetPlayer(playerid);
- native SetPlayerTeam(playerid, teamid);
- native GetPlayerTeam(playerid);
- native SetPlayerScore(playerid,score);
- native GetPlayerScore(playerid);
- native GetPlayerDrunkLevel(playerid);
- native SetPlayerDrunkLevel(playerid, level);
- native SetPlayerColor(playerid,color);
- native GetPlayerColor(playerid);
- native SetPlayerSkin(playerid, skinid);
- native GetPlayerSkin(playerid);
- native GivePlayerWeapon(playerid, weaponid, ammo);
- native ResetPlayerWeapons(playerid);
- native SetPlayerArmedWeapon(playerid, weaponid);
- native GetPlayerWeaponData(playerid, slot, &weapons, &ammo);
- native GivePlayerMoney(playerid,money);
- native ResetPlayerMoney(playerid);
- native SetPlayerName(playerid, const name[]);
- native GetPlayerMoney(playerid);
- native GetPlayerState(playerid);
- native GetPlayerIp(playerid, name[], len);
- native GetPlayerPing(playerid);
- native GetPlayerWeapon(playerid);
- native GetPlayerKeys(playerid, &keys, &updown, &leftright);
- native GetPlayerName(playerid, const name[], len);
- native SetPlayerTime(playerid, hour, minute);
- native GetPlayerTime(playerid, &hour, &minute);
- native TogglePlayerClock(playerid, toggle);
- native SetPlayerWeather(playerid, weather);
- native ForceClassSelection(playerid);
- native SetPlayerWantedLevel(playerid, level);
- native GetPlayerWantedLevel(playerid);
- native SetPlayerFightingStyle(playerid, style);
- native GetPlayerFightingStyle(playerid);
- native SetPlayerVelocity(playerid, Float:X, Float:Y, Float:Z);
- native GetPlayerVelocity( playerid, &Float:X, &Float:Y, &Float:Z );
- native PlayCrimeReportForPlayer(playerid, suspectid, crime);
- native PlayAudioStreamForPlayer(playerid, url[], Float:posX = 0.0, Float:posY = 0.0, Float:posZ = 0.0, Float:distance = 50.0, usepos = 0);
- native StopAudioStreamForPlayer(playerid);
- native SetPlayerShopName(playerid, shopname[]);
- native SetPlayerSkillLevel(playerid, skill, level);
- native GetPlayerSurfingVehicleID(playerid);
- native GetPlayerSurfingObjectID(playerid);
- native RemoveBuildingForPlayer(playerid, modelid, Float:fX, Float:fY, Float:fZ, Float:fRadius);
- // Attached to bone objects
- #define MAX_PLAYER_ATTACHED_OBJECTS 10 // This is the number of attached indexes available ie 10 = 0-9
- 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);
- native RemovePlayerAttachedObject(playerid, index);
- native IsPlayerAttachedObjectSlotUsed(playerid, index);
- native EditAttachedObject(playerid, index);
- // Per-player TextDraws
- native PlayerText:CreatePlayerTextDraw(playerid, Float:x, Float:y, text[]);
- native PlayerTextDrawDestroy(playerid, PlayerText:text);
- native PlayerTextDrawLetterSize(playerid, PlayerText:text, Float:x, Float:y);
- native PlayerTextDrawTextSize(playerid, PlayerText:text, Float:x, Float:y);
- native PlayerTextDrawAlignment(playerid, PlayerText:text, alignment);
- native PlayerTextDrawColor(playerid, PlayerText:text, color);
- native PlayerTextDrawUseBox(playerid, PlayerText:text, use);
- native PlayerTextDrawBoxColor(playerid, PlayerText:text, color);
- native PlayerTextDrawSetShadow(playerid, PlayerText:text, size);
- native PlayerTextDrawSetOutline(playerid, PlayerText:text, size);
- native PlayerTextDrawBackgroundColor(playerid, PlayerText:text, color);
- native PlayerTextDrawFont(playerid, PlayerText:text, font);
- native PlayerTextDrawSetProportional(playerid, PlayerText:text, set);
- native PlayerTextDrawSetSelectable(playerid, PlayerText:text, set);
- native PlayerTextDrawShow(playerid, PlayerText:text);
- native PlayerTextDrawHide(playerid, PlayerText:text);
- native PlayerTextDrawSetString(playerid, PlayerText:text, string[]);
- // Per-player variable system (PVars)
- native SetPVarInt(playerid, varname[], int_value);
- native GetPVarInt(playerid, varname[]);
- native SetPVarString(playerid, varname[], string_value[]);
- native GetPVarString(playerid, varname[], string_return[], len);
- native SetPVarFloat(playerid, varname[], Float:float_value);
- native Float:GetPVarFloat(playerid, varname[]);
- native DeletePVar(playerid, varname[]);
- // PVar enumeration
- #define PLAYER_VARTYPE_NONE 0
- #define PLAYER_VARTYPE_INT 1
- #define PLAYER_VARTYPE_STRING 2
- #define PLAYER_VARTYPE_FLOAT 3
- native GetPVarsUpperIndex(playerid);
- native GetPVarNameAtIndex(playerid, index, ret_varname[], ret_len);
- native GetPVarType(playerid, varname[]);
- #define MAX_CHATBUBBLE_LENGTH 144
- native SetPlayerChatBubble(playerid, text[], color, Float:drawdistance, expiretime);
- // Player controls
- native PutPlayerInVehicle(playerid, vehicleid, seatid);
- native GetPlayerVehicleID(playerid);
- native GetPlayerVehicleSeat(playerid);
- native RemovePlayerFromVehicle(playerid);
- native TogglePlayerControllable(playerid, toggle);
- native PlayerPlaySound(playerid, soundid, Float:x, Float:y, Float:z);
- native ApplyAnimation(playerid, animlib[], animname[], Float:fDelta, loop, lockx, locky, freeze, time, forcesync = 0);
- native ClearAnimations(playerid, forcesync = 0);
- native GetPlayerAnimationIndex(playerid); // return the index of any running applied animations (0 if none are running)
- native GetAnimationName(index, animlib[], len1, animname[], len2); // get the animation lib/name for the index
- native GetPlayerSpecialAction(playerid);
- native SetPlayerSpecialAction(playerid,actionid);
- // Player world/map related
- native SetPlayerCheckpoint(playerid, Float:x, Float:y, Float:z, Float:size);
- native DisablePlayerCheckpoint(playerid);
- native SetPlayerRaceCheckpoint(playerid, type, Float:x, Float:y, Float:z, Float:nextx, Float:nexty, Float:nextz, Float:size);
- native DisablePlayerRaceCheckpoint(playerid);
- native SetPlayerWorldBounds(playerid,Float:x_max,Float:x_min,Float:y_max,Float:y_min);
- native SetPlayerMarkerForPlayer(playerid, showplayerid, color);
- native ShowPlayerNameTagForPlayer(playerid, showplayerid, show);
- #define MAPICON_LOCAL 0 // displays in the player's local are
- #define MAPICON_GLOBAL 1 // displays always
- #define MAPICON_LOCAL_CHECKPOINT 2 // displays in the player's local area and has a checkpoint marker
- #define MAPICON_GLOBAL_CHECKPOINT 3 // displays always and has a checkpoint marker
- native SetPlayerMapIcon(playerid, iconid, Float:x, Float:y, Float:z, markertype, color, style = MAPICON_LOCAL);
- native RemovePlayerMapIcon(playerid, iconid);
- native AllowPlayerTeleport(playerid, allow);
- // Player camera
- native SetPlayerCameraPos(playerid,Float:x, Float:y, Float:z);
- #define CAMERA_CUT 2
- #define CAMERA_MOVE 1
- native SetPlayerCameraLookAt(playerid, Float:x, Float:y, Float:z, cut = CAMERA_CUT);
- native SetCameraBehindPlayer(playerid);
- native GetPlayerCameraPos(playerid, &Float:x, &Float:y, &Float:z);
- native GetPlayerCameraFrontVector(playerid, &Float:x, &Float:y, &Float:z);
- native GetPlayerCameraMode(playerid);
- native AttachCameraToObject(playerid, objectid);
- native AttachCameraToPlayerObject(playerid, playerobjectid);
- native InterpolateCameraPos(playerid, Float:FromX, Float:FromY, Float:FromZ, Float:ToX, Float:ToY, Float:ToZ, time, cut = CAMERA_CUT);
- native InterpolateCameraLookAt(playerid, Float:FromX, Float:FromY, Float:FromZ, Float:ToX, Float:ToY, Float:ToZ, time, cut = CAMERA_CUT);
- // Player conditionals
- native IsPlayerConnected(playerid);
- native IsPlayerInVehicle(playerid, vehicleid);
- native IsPlayerInAnyVehicle(playerid);
- native IsPlayerInCheckpoint(playerid);
- native IsPlayerInRaceCheckpoint(playerid);
- // Virtual Worlds
- native SetPlayerVirtualWorld(playerid, worldid);
- native GetPlayerVirtualWorld(playerid);
- // Insane Stunts
- native EnableStuntBonusForPlayer(playerid, enable);
- native EnableStuntBonusForAll(enable);
- // Spectating
- #define SPECTATE_MODE_NORMAL 1
- #define SPECTATE_MODE_FIXED 2
- #define SPECTATE_MODE_SIDE 3
- native TogglePlayerSpectating(playerid, toggle);
- native PlayerSpectatePlayer(playerid, targetplayerid, mode = SPECTATE_MODE_NORMAL);
- native PlayerSpectateVehicle(playerid, targetvehicleid, mode = SPECTATE_MODE_NORMAL);
- // Recording for NPC playback
- #define PLAYER_RECORDING_TYPE_NONE 0
- #define PLAYER_RECORDING_TYPE_DRIVER 1
- #define PLAYER_RECORDING_TYPE_ONFOOT 2
- native StartRecordingPlayerData(playerid, recordtype, recordname[]);
- native StopRecordingPlayerData(playerid);
- native SelectTextDraw(playerid, hovercolor); // enables the mouse so the player can select a textdraw
- native CancelSelectTextDraw(playerid); // cancel textdraw selection with the mouse
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