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  1.  
  2. // PURPOSE: Check if the player is using samp AC and return the result
  3. // REQUIRES: NULL
  4. native IsPlayerUsingSampAC(playerid);
  5.  
  6. // PURPOSE: MD5's a region of memory in the player's address space and then calls OnMD5Calculated
  7. // REQUIRES: The player is using AC.
  8. native MD5_Memory(playerid, address, size);
  9.  
  10. // PURPOSE: Enable or disable the command to require AC usage on the server for the player
  11. // REQUIRES: The player is connected to the server.
  12. native SetPlayerCanEnableAC(playerid, bool:toggle);
  13.  
  14. // PURPOSE: Get if the player has access to turn on or off AC.
  15. // REQUIRES: The player is connected to the server.
  16. native CanPlayerEnableAC(playerid);
  17.  
  18. // PURPOSE: Get the player's unique HardwareID number.
  19. // REQUIRES: The player is using AC.
  20. native GetPlayerHardwareID(playerid, buf[], size = sizeof(buf));
  21.  
  22. // PURPOSE: Enable or disable switch reload
  23. // REQUIRES: The player is using AC.
  24. native TogglePlayerSwitchReload(playerid, bool:toggle);
  25.  
  26. // PURPOSE: Set a players frame limit.
  27. // REQUIRES: The player is using AC.
  28. native SetPlayerFPSLimit(playerid, framelimit);
  29.  
  30. // PURPOSE: Get a players frame limit.
  31. // REQUIRES: The player is using AC.
  32. native GetPlayerFPSLimit(playerid);
  33.  
  34. // PURPOSE: Toggle crouch bug
  35. // REQUIRES: The player is using AC.
  36. native SetPlayerCrouchBug(playerid, offset);
  37.  
  38. // PURPOSE: Get the players crouch bug status
  39. // REQUIRES: Nothing
  40. native bool:GetPlayerCrouchBug(playerid);
  41.  
  42. // PURPOSE: Get the players switch reload status
  43. // REQUIRES: Nothing
  44. native bool:GetPlayerSwitchReload(playerid);
  45.  
  46. // PURPOSE: Toggle the players ability to use lite foot.
  47. // REQUIRES: The player is using AC.
  48. native TogglePlayerLiteFoot(playerid, bool:toggle);
  49.  
  50. // PURPOSE: Get the players ability to use lite foot.
  51. // REQUIRES: Nothing
  52. native GetPlayerLiteFoot(playerid);
  53.  
  54. // PURPOSE: Toggle the players unlimited sprint.
  55. // REQUIRES: The player is using AC.
  56. native TogglePlayerUnlimitedSprint(playerid, bool:toggle);
  57.  
  58. // PURPOSE: Get the players unlimited sprint status.
  59. // REQUIRES: Nothing
  60. native GetPlayerUnlimitedSprint(playerid);
  61.  
  62. // PURPOSE: Toggle the macro limits for players (limiting sprint, chat macros, etc)
  63. // REQUIRES: The player is using AC.
  64. native TogglePlayerMacroLimits(playerid, bool:toggle);
  65.  
  66. // PURPOSE: Get the player's macro limits status
  67. // REQUIRES: Nothing
  68. native GetPlayerMacroLimits(playerid);
  69.  
  70. // PURPOSE: Toggle the player's ability to sprint on all surfaces.
  71. // REQUIRES: The player is using AC.
  72. native TogglePlayerSprintOnAllSurfaces(playerid, bool:toggle);
  73.  
  74. // PURPOSE: Get the player's ability to sprint on all surfaces.
  75. // REQUIRES: Nothing.
  76. native GetPlayerSprintOnAllSurfaces(playerid);
  77.  
  78. // PURPOSE: Toggle the player's ability to to see vehicle blips on their radar.
  79. // REQUIRES: The player is using AC.
  80. native TogglePlayerVehicleBlips(playerid, bool:toggle);
  81.  
  82. // PURPOSE: Get the player's ability to see vehicle radar blips.
  83. // REQUIRES: Nothing.
  84. native GetPlayerVehicleBlips(playerid);
  85.  
  86. // PURPOSE: Callback for when a new AC connection has been accepted.
  87. // REQUIRES: The client is using AC.
  88. forward OnACOpened(ip[]);
  89.  
  90. // PURPOSE: Callback for when a player has disconnected from the AC server.
  91. // REQUIRES: The client is using AC.
  92. // types: 0 = proper disconnection, 1 = timeout
  93. forward OnACClosed(ip[], type);
  94.  
  95. // PURPOSE: Callback for MD5_Memory
  96. // REQUIRES: MD5_Memorys return value will be sent to this function sometime after MD5_Memory is called.
  97. forward AC_OnMD5Calculated(playerid, address, size, md5[]);
  98.  
  99. // PURPOSE: Callback for when a new PE file is run on the clients machine.
  100. // REQUIRES: The player is using AC.
  101. forward AC_OnFileExecuted(playerid, module[], md5[], bool:isAllowed);
  102.  
  103. // PURPOSE: Callback for when the AC has detected there is a file inside gta3.img that is modifed that is also on the list of bad gta3.img files. (Files that can't be modified in gta3.img)
  104. // REQUIRES: The player is using AC.
  105. forward AC_OnImgFileModifed(playerid, filename[], md5[]);
  106.  
  107. // PURPOSE: Callback for when a file (usually) inside the players GTA directory md5 checksum has been calculated.
  108. // REQUIRES: The player is using AC.
  109. forward AC_OnFileCalculated(playerid, filename[], md5[], bool:isAllowed);
  110.  
  111. // PURPOSE: Callback for when a player pauses, unpauses, or alt tabs from the game
  112. // REQUIRES: The player is using AC.
  113. // Type = 1 (alt tab)
  114. // Type = 0 (Regular pause)
  115. // Pause = 1 (pause or alt tabbed)
  116. // Pause = 0 (Unpause or came back into the game from an alt tab)
  117. forward AC_OnPlayerPause(playerid, type, bool:pause);
  118.  
  119. // PURPOSE: Callback for when a player takes a screenshot of their game using F8 only.
  120. // REQUIRES: The player is using AC.
  121. forward AC_OnScreenshotTaken(playerid);
  122.  
  123. stock TogglePlayerCrouchBug(playerid, bool:toggle)
  124. {
  125.         SetPlayerCrouchBug(playerid, toggle ? 9999 : 1);
  126. }
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