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- // Player
- native TogglePlayerWidescreen(playerid, bool:set);
- native IsPlayerWidescreenToggled(playerid);
- native GetSpawnInfo(playerid, &teamid, &modelid = 0, &Float:spawn_x = 0.0, &Float:spawn_y = 0.0, &Float:spawn_z = 0.0, &Float:z_angle = 0.0, &weapon1 = 0, &weapon1_ammo = 0, &weapon2 = 0, &weapon2_ammo = 0, &weapon3 = 0, &weapon3_ammo = 0);
- native GetPlayerSkillLevel(playerid, skill);
- native GetPlayerWeather(playerid);
- native IsPlayerCheckpointActive(playerid);
- native GetPlayerCheckpoint(playerid, &Float:fX, &Float:fY = 0.0, &Float:fZ = 0.0, &Float:fSize = 0.0);
- native IsPlayerRaceCheckpointActive(playerid);
- native GetPlayerRaceCheckpoint(playerid, &Float:fX, &Float:fY = 0.0, &Float:fZ = 0.0, &Float:fNextX = 0.0, &Float:fNextY = 0.0, &Float:fNextZ = 0.0, &Float:fSize = 0.0);
- native GetPlayerWorldBounds(playerid, &Float:x_max, &Float:x_min = 0.0, &Float:y_max = 0.0, &Float:y_min = 0.0);
- native IsPlayerInModShop(playerid);
- native GetPlayerSirenState(playerid);
- native GetPlayerLandingGearState(playerid);
- native GetPlayerHydraReactorAngle(playerid);
- native Float:GetPlayerTrainSpeed(playerid);
- native Float:GetPlayerZAim(playerid);
- native GetPlayerSurfingOffsets(playerid, &Float:fOffsetX, &Float:fOffsetY = 0.0, &Float:fOffsetZ = 0.0);
- native GetPlayerRotationQuat(playerid, &Float:w, &Float:x = 0.0, &Float:y = 0.0, &Float:z = 0.0);
- native GetPlayerDialogID(playerid);
- native GetPlayerSpectateID(playerid);
- native GetPlayerSpectateType(playerid);
- native GetPlayerRawIp(playerid);
- native SetPlayerGravity(playerid, Float:gravity);
- native Float:GetPlayerGravity(playerid);
- native SetPlayerAdmin(playerid, bool:admin); // Set player as RCON admin
- native IsPlayerSpawned(playerid);
- native IsPlayerControllable(playerid);
- native IsPlayerCameraTargetEnabled(playerid);
- native TogglePlayerGhostMode(playerid, bool:toggle);
- native GetPlayerGhostMode(playerid);
- native GetPlayerBuildingsRemoved(playerid);
- native GetPlayerAttachedObject(playerid, index, &modelid, &bone = 0, &Float:fX = 0.0, &Float:fY = 0.0, &Float:fZ = 0.0, &Float:fRotX = 0.0, &Float:fRotY = 0.0, &Float:fRotZ = 0.0, &Float:fScaleX = 0.0, &Float:fScaleY = 0.0, &Float:fScaleZ = 0.0, &materialcolor1 = 0, &materialcolor2 = 0);
- native SendClientMessagef(playerid, color, const message[], {Float,_}:...);
- native GameTextForPlayerf(playerid, displaytime, style, const message[], {Float,_}:...);
- native SendPlayerMessageToPlayerf(playerid, senderid, const message[], {Float,_}:...);
- native RemovePlayerWeapon(playerid, weaponid);
- native HidePlayerDialog(playerid);
- // Textdraw - Global
- native IsValidTextDraw(Text:textdrawid);
- native IsTextDrawVisibleForPlayer(playerid, Text:textdrawid);
- native TextDrawGetString(Text:textdrawid, text[], len = sizeof(text));
- native TextDrawSetPos(Text:textdrawid, Float:fX, Float:fY); // You can change textdraw pos with it, but you need to use TextDrawShowForPlayer() after that
- native TextDrawGetLetterSize(Text:textdrawid, &Float:fX, &Float:fY = 0.0);
- native TextDrawGetTextSize(Text:textdrawid, &Float:fX, &Float:fY = 0.0);
- native TextDrawGetPos(Text:textdrawid, &Float:fX, &Float:fY = 0.0);
- native TextDrawGetColor(Text:textdrawid);
- native TextDrawGetBoxColor(Text:textdrawid);
- native TextDrawGetBackgroundColor(Text:textdrawid);
- native TextDrawGetShadow(Text:textdrawid);
- native TextDrawGetOutline(Text:textdrawid);
- native TextDrawGetFont(Text:textdrawid);
- native TextDrawIsBox(Text:textdrawid);
- native TextDrawIsProportional(Text:textdrawid);
- native TextDrawIsSelectable(Text:textdrawid);
- native TextDrawGetAlignment(Text:textdrawid);
- native TextDrawGetPreviewModel(Text:textdrawid);
- native TextDrawGetPreviewRot(Text:textdrawid, &Float:fRotX, &Float:fRotY = 0.0, &Float:fRotZ = 0.0, &Float:fZoom = 0.0);
- native TextDrawGetPreviewVehCol(Text:textdrawid, &color1, &color2 = 0);
- native TextDrawSetStringForPlayer(Text:textdrawid, playerid, const fmat[], {Float,_}:...);
- // Textdraw - Player
- native IsValidPlayerTextDraw(playerid, PlayerText:textdrawid);
- native IsPlayerTextDrawVisible(playerid, PlayerText:textdrawid);
- native PlayerTextDrawGetString(playerid, PlayerText:textdrawid, text[], len = sizeof(text));
- native PlayerTextDrawSetPos(playerid, PlayerText:textdrawid, Float:fX, Float:fY);
- native PlayerTextDrawGetLetterSize(playerid, PlayerText:textdrawid, &Float:fX, &Float:fY = 0.0);
- native PlayerTextDrawGetTextSize(playerid, PlayerText:textdrawid, &Float:fX, &Float:fY = 0.0);
- native PlayerTextDrawGetPos(playerid, PlayerText:textdrawid, &Float:fX, &Float:fY = 0.0);
- native PlayerTextDrawGetColor(playerid, PlayerText:textdrawid);
- native PlayerTextDrawGetBoxColor(playerid, PlayerText:textdrawid);
- native PlayerTextDrawGetBackgroundCol(playerid, PlayerText:textdrawid);
- native PlayerTextDrawGetShadow(playerid, PlayerText:textdrawid);
- native PlayerTextDrawGetOutline(playerid, PlayerText:textdrawid);
- native PlayerTextDrawGetFont(playerid, PlayerText:textdrawid);
- native PlayerTextDrawIsBox(playerid, PlayerText:textdrawid);
- native PlayerTextDrawIsProportional(playerid, PlayerText:textdrawid);
- native PlayerTextDrawIsSelectable(playerid, PlayerText:textdrawid);
- native PlayerTextDrawGetAlignment(playerid, PlayerText:textdrawid);
- native PlayerTextDrawGetPreviewModel(playerid, PlayerText:textdrawid);
- native PlayerTextDrawGetPreviewRot(playerid, PlayerText:textdrawid, &Float:fRotX, &Float:fRotY = 0.0, &Float:fRotZ = 0.0, &Float:fZoom = 0.0);
- native PlayerTextDrawGetPreviewVehCol(playerid, PlayerText:textdrawid, &color1, &color2 = 0);
- // Gangzone - Global
- native IsValidGangZone(zoneid);
- native IsPlayerInGangZone(playerid, zoneid);
- native IsGangZoneVisibleForPlayer(playerid, zoneid);
- native GangZoneGetColorForPlayer(playerid, zoneid);
- native GangZoneGetFlashColorForPlayer(playerid, zoneid);
- native IsGangZoneFlashingForPlayer(playerid, zoneid);
- native GangZoneGetPos(zoneid, &Float:fMinX, &Float:fMinY = 0.0, &Float:fMaxX = 0.0, &Float:fMaxY = 0.0);
- native UseGangZoneCheck(zoneid, bool:toggle);
- // Gangzone callbacks - Global
- forward OnPlayerEnterGangZone(playerid, zoneid);
- forward OnPlayerLeaveGangZone(playerid, zoneid);
- forward OnPlayerClickGangZone(playerid, zoneid);
- // Gangzone - Player
- native CreatePlayerGangZone(playerid, Float:minx, Float:miny, Float:maxx, Float:maxy);
- native PlayerGangZoneDestroy(playerid, zoneid);
- native PlayerGangZoneShow(playerid, zoneid, color);
- native PlayerGangZoneHide(playerid, zoneid);
- native PlayerGangZoneFlash(playerid, zoneid, color);
- native PlayerGangZoneStopFlash(playerid, zoneid);
- native IsValidPlayerGangZone(playerid, zoneid);
- native IsPlayerInPlayerGangZone(playerid, zoneid);
- native IsPlayerGangZoneVisible(playerid, zoneid);
- native PlayerGangZoneGetColor(playerid, zoneid);
- native PlayerGangZoneGetFlashColor(playerid, zoneid);
- native IsPlayerGangZoneFlashing(playerid, zoneid);
- native PlayerGangZoneGetPos(playerid, zoneid, &Float:fMinX, &Float:fMinY, &Float:fMaxX, &Float:fMaxY);
- native UsePlayerGangZoneCheck(playerid, zoneid, bool:use);
- // Gangzone callbacks - Player
- forward OnPlayerEnterPlayerGangZone(playerid, zoneid);
- forward OnPlayerLeavePlayerGangZone(playerid, zoneid);
- forward OnPlayerClickPlayerGangZone(playerid, zoneid);
- // Object - Global
- native Float:GetObjectDrawDistance(objectid);
- native Float:GetObjectMoveSpeed(objectid);
- native GetObjectTarget(objectid, &Float:fX, &Float:fY = 0.0, &Float:fZ = 0.0);
- native GetObjectMovingTargetPos(objectid, &Float:fX, &Float:fY = 0.0, &Float:fZ = 0.0);
- native GetObjectMovingTargetRot(objectid, &Float:fX, &Float:fY = 0.0, &Float:fZ = 0.0);
- native GetObjectAttachedData(objectid, &attached_vehicleid, &attached_objectid = 0, &attached_playerid = 0);
- native GetObjectAttachedOffset(objectid, &Float:fX, &Float:fY = 0.0, &Float:fZ = 0.0, &Float:fRotX = 0.0, &Float:fRotY = 0.0, &Float:fRotZ = 0.0);
- native GetObjectSyncRotation(objectid);
- native IsObjectMaterialSlotUsed(objectid, materialindex); // Return values: 1 = material, 2 = material text
- native GetObjectMaterial(objectid, materialindex, &modelid, txdname[], txdnamelen = sizeof(txdname), texturename[], texturenamelen = sizeof(texturename), &materialcolor = 0);
- native GetObjectMaterialText(objectid, materialindex, text[], textlen = sizeof(text), &materialsize, fontface[], fontfacelen = sizeof(fontface), &fontsize = 0, &bold = 0, &fontcolor = 0, &backcolor = 0, &textalignment = 0);
- native IsObjectNoCameraCol(objectid);
- // Object - Player
- native Float:GetPlayerObjectDrawDistance(playerid, objectid);
- native SetPlayerObjectMoveSpeed(playerid, objectid, Float:fSpeed);
- native Float:GetPlayerObjectMoveSpeed(playerid, objectid);
- native GetPlayerObjectTarget(playerid, objectid, &Float:fX, &Float:fY = 0.0, &Float:fZ = 0.0);
- native GetPlayerObjectMovingTargetPos(playerid, objectid, &Float:fX, &Float:fY = 0.0, &Float:fZ = 0.0);
- native GetPlayerObjectMovingTargetRot(playerid, objectid, &Float:fX, &Float:fY = 0.0, &Float:fZ = 0.0);
- native GetPlayerObjectAttachedData(playerid, objectid, &attached_vehicleid, &attached_objectid = 0, &attached_playerid = 0);
- native GetPlayerObjectAttachedOffset(playerid, objectid, &Float:fX, &Float:fY = 0.0, &Float:fZ = 0.0, &Float:fRotX = 0.0, &Float:fRotY = 0.0, &Float:fRotZ = 0.0);
- native GetPlayerObjectSyncRotation(playerid, objectid);
- native IsPlayerObjectMaterialSlotUsed(playerid, objectid, materialindex); // Return values: 1 = material, 2 = material text
- native GetPlayerObjectMaterial(playerid, objectid, materialindex, &modelid, txdname[], txdnamelen = sizeof(txdname), texturename[], texturenamelen = sizeof(texturename), &materialcolor = 0);
- native GetPlayerObjectMaterialText(playerid, objectid, materialindex, text[], textlen = sizeof(text), &materialsize, fontface[], fontfacelen = sizeof(fontface), &fontsize = 0, &bold = 0, &fontcolor = 0, &backcolor = 0, &textalignment = 0);
- native IsPlayerObjectNoCameraCol(playerid, objectid);
- native GetPlayerSurfingPlayerObjectID(playerid);
- native GetPlayerCameraTargetPlayerObj(playerid);
- native GetObjectType(playerid, objectid);
- // Pickup - Global
- native IsValidPickup(pickupid);
- native IsPickupStreamedIn(playerid, pickupid);
- native GetPickupPos(pickupid, &Float:fX, &Float:fY = 0.0, &Float:fZ = 0.0);
- native GetPickupModel(pickupid);
- native GetPickupType(pickupid);
- native GetPickupVirtualWorld(pickupid);
- native SetPickupPos(pickupid, Float:X, Float:Y, Float:Z, bool:update=true);
- native SetPickupModel(pickupid, model, bool:update=true);
- native SetPickupType(pickupid, type, bool:update=true);
- native SetPickupVirtualWorld(pickupid, virtualworld);
- native ShowPickupForPlayer(playerid, pickupid);
- native HidePickupForPlayer(playerid, pickupid);
- native IsPickupHiddenForPlayer(playerid, pickupid);
- // Menu
- native IsMenuDisabled(Menu:menuid);
- native IsMenuRowDisabled(Menu:menuid, row);
- native GetMenuColumns(Menu:menuid);
- native GetMenuItems(Menu:menuid, column);
- native GetMenuPos(Menu:menuid, &Float:fX, &Float:fY = 0.0);
- native GetMenuColumnWidth(Menu:menuid, &Float:fColumn1, &Float:fColumn2 = 0.0);
- native GetMenuColumnHeader(Menu:menuid, column, header[], len = sizeof(header));
- native GetMenuItem(Menu:menuid, column, itemid, item[], len = sizeof(item));
- // 3D Text - Global
- native bool:IsValid3DTextLabel(Text3D:id);
- native Is3DTextLabelStreamedIn(playerid, Text3D:id);
- native Get3DTextLabelText(Text3D:id, text[], len = sizeof(text));
- native Get3DTextLabelColor(Text3D:id);
- native Get3DTextLabelPos(Text3D:id, &Float:fX, &Float:fY = 0.0, &Float:fZ = 0.0);
- native Set3DTextLabelDrawDistance(Text3D:id, Float:dist);
- native Float:Get3DTextLabelDrawDistance(Text3D:id);
- native bool:Get3DTextLabelLOS(Text3D:id);
- native Set3DTextLabelLOS(Text3D:id, bool:status);
- native Set3DTextLabelVirtualWorld(Text3D:id, worldid);
- native Get3DTextLabelVirtualWorld(Text3D:id);
- native Get3DTextLabelAttachedData(Text3D:id, &attached_playerid, &attached_vehicleid = 0);
- // 3D Text - Player
- native bool:IsValidPlayer3DTextLabel(playerid, PlayerText3D:id);
- native GetPlayer3DTextLabelText(playerid, PlayerText3D:id, text[], len = sizeof(text));
- native GetPlayer3DTextLabelColor(playerid, PlayerText3D:id);
- native GetPlayer3DTextLabelPos(playerid, PlayerText3D:id, &Float:fX, &Float:fY = 0.0, &Float:fZ = 0.0);
- native SetPlayer3DTextLabelDrawDist(playerid, PlayerText3D:id, Float:dist);
- native Float:GetPlayer3DTextLabelDrawDist(playerid, PlayerText3D:id);
- native bool:GetPlayer3DTextLabelLOS(playerid, PlayerText3D:id);
- native SetPlayer3DTextLabelLOS(playerid, PlayerText3D:id, bool:status);
- native GetPlayer3DTextLabelVirtualW(playerid, PlayerText3D:id);
- native GetPlayer3DTextLabelAttached(playerid, PlayerText3D:id, &attached_playerid, &attached_vehicleid = 0);
- // Vehicle
- native GetVehicleSpawnInfo(vehicleid, &Float:fX, &Float:fY = 0.0, &Float:fZ = 0.0, &Float:fRot = 0.0, &color1 = 0, &color2 = 0);
- native SetVehicleSpawnInfo(vehicleid, modelid, Float:fX, Float:fY, Float:fZ, Float:fAngle, color1, color2, respawntime = -2, interior = -2);
- native GetVehicleColor(vehicleid, &color1, &color2 = 0);
- native GetVehiclePaintjob(vehicleid);
- native GetVehicleInterior(vehicleid);
- native GetVehicleNumberPlate(vehicleid, plate[], len = sizeof(plate));
- native SetVehicleRespawnDelay(vehicleid, delay);
- native GetVehicleRespawnDelay(vehicleid);
- native GetVehicleTower(vehicleid);
- native GetVehicleCab(vehicleid);
- native GetVehicleOccupiedTick(vehicleid);
- native HasVehicleBeenOccupied(vehicleid);
- native IsVehicleOccupied(vehicleid);
- native GetVehicleRespawnTick(vehicleid);
- native IsVehicleDead(vehicleid);
- native ToggleVehicleSirenEnabled(vehicleid, enabled);
- native IsVehicleSirenEnabled(vehicleid);
- native GetVehicleModelCount(modelid);
- native GetVehicleLastDriver(vehicleid);
- native GetVehicleDriver(vehicleid);
- native GetVehicleModelsUsed();
- native GetVehicleSirenState(vehicleid);
- native GetVehicleLandingGearState(vehicleid);
- native GetVehicleHydraReactorAngle(vehicleid);
- native Float:GetVehicleTrainSpeed(vehicleid);
- native GetVehicleMatrix(vehicleid, &Float:rightX, &Float:rightY = 0.0, &Float:rightZ = 0.0, &Float:upX = 0.0, &Float:upY = 0.0, &Float:upZ = 0.0, &Float:atX = 0.0, &Float:atY = 0.0, &Float:atZ = 0.0);
- // Actor
- native GetActorSkin(actorid);
- native SetActorSkin(actorid, model);
- native GetActorSpawnInfo(actorid, &skinid, &Float:fX = 0.0, &Float:fY = 0.0, &Float:fZ = 0.0, &Float:fAngle = 0.0);
- native GetActorAnimation(actorid, animlib[], animlibsize = sizeof(animlib), animname[], animnamesize = sizeof(animname), &Float:fDelta, &loop = 0, &lockx = 0, &locky = 0, &freeze = 0, &time = 0);
- // Chat character replacement
- native ToggleChatTextReplacement(bool:toggle);
- native bool:ChatTextReplacementToggled();
- // Classes
- native GetAvailableClasses();
- native GetPlayerClass(classid, &teamid, &modelid = 0, &Float:spawn_x = 0.0, &Float:spawn_y = 0.0, &Float:spawn_z = 0.0, &Float:z_angle = 0.0, &weapon1 = 0, &weapon1_ammo = 0, &weapon2 = 0, &weapon2_ammo = 0, &weapon3 = 0, &weapon3_ammo = 0);
- native EditPlayerClass(classid, teamid, modelid, Float:spawn_x, Float:spawn_y, Float:spawn_z, Float:z_angle, weapon1, weapon1_ammo, weapon2, weapon2_ammo, weapon3, weapon3_ammo);
- // Weapons
- native GetWeaponSlot(weaponid);
- // Core
- native ClearBanList();
- native IsBanned(const ipaddress[]);
- native bool:IsValidNickName(const name[]);
- native AllowNickNameCharacter(character, bool:allow);
- native bool:IsNickNameCharacterAllowed(character);
- native bool:AddServerRule(const name[], const value[]);
- native bool:SetServerRule(const name[], const value[]);
- native bool:IsValidServerRule(const name[]);
- native bool:RemoveServerRule(const name[]);
- native SendClientMessageToAllf(color, const message[], {Float,_}:...);
- native GameTextForAllf(displaytime, style, const message[], {Float,_}:...);
- native SendPlayerMessageToAllf(senderid, const message[], {Float,_}:...);
- native SendRconCommandf(const command[], {Float,_}:...);
- native GetRunningTimers();
- native GetVehicles(outputVehicles[], size = sizeof outputVehicles);
- native GetPlayers(outputPlayers[], size = sizeof outputPlayers);
- native GetActors(outputActors[], size = sizeof outputActors);
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