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То чего не хватает в RWMP native SendDeathMessageToPlayer(playerid, killer, killee, weapon);//добавлено 0.2.1 native Float:VectorSize(Float:x, Float:y, Float:z); native GetActorPoolSize(); // =================================================================== native SHA256_PassHash(password[], salt[], ret_hash[], ret_hash_len); //добавлено 0.2.1 // =================================================================== // Server wide persistent variable system (SVars) native SetSVarInt(varname[], int_value); native GetSVarInt(varname[]); native SetSVarString(varname[], string_value[]); native GetSVarString(varname[], string_return[], len); native SetSVarFloat(varname[], Float:float_value); native Float:GetSVarFloat(varname[]); native DeleteSVar(varname[]); // SVar enumeration #define SERVER_VARTYPE_NONE 0 #define SERVER_VARTYPE_INT 1 #define SERVER_VARTYPE_STRING 2 #define SERVER_VARTYPE_FLOAT 3 native GetSVarsUpperIndex(); native GetSVarNameAtIndex(index, ret_varname[], ret_len); native GetSVarType(varname[]); // =================================================================== AddStaticPickup и CreatePickup - не хватает аргумента virtualworld//добавлено 0.2.1 // =================================================================== native EnableVehicleFriendlyFire(); native AllowInteriorWeapons(allow); native LimitGlobalChatRadius(Float:chat_radius); native LimitPlayerMarkerRadius(Float:marker_radius); // =================================================================== Функции NPC, писать не стану. native GetPlayerNetworkStats(playerid, retstr[], retstr_size); native GetNetworkStats(retstr[], retstr_size); native GetPlayerVersion(playerid, const version[], len); // Returns the SA-MP client revision as reported by the player native BlockIpAddress(ip_address[], timems); native UnBlockIpAddress(ip_address[]); native GetConsoleVarAsString(const varname[], buffer[], len); native GetConsoleVarAsInt(const varname[]); native GetConsoleVarAsBool(const varname[]); native GetServerTickRate(); native NetStats_GetConnectedTime(playerid); native NetStats_MessagesReceived(playerid); native NetStats_BytesReceived(playerid); native NetStats_MessagesSent(playerid); native NetStats_BytesSent(playerid); native NetStats_MessagesRecvPerSecond(playerid); native Float:NetStats_PacketLossPercent(playerid); native NetStats_ConnectionStatus(playerid); native NetStats_GetIpPort(playerid, ip_port[], ip_port_len); native TextDrawSetPreviewModel(Text:text, modelindex); native TextDrawSetPreviewRot(Text:text, Float:fRotX, Float:fRotY, Float:fRotZ, Float:fZoom = 1.0); native TextDrawSetPreviewVehCol(Text:text, color1, color2); #define DIALOG_STYLE_TABLIST 4 #define DIALOG_STYLE_TABLIST_HEADERS 5 forward OnEnterExitModShop(playerid, enterexit, interiorid); forward OnVehicleDamageStatusUpdate(vehicleid, playerid); forward OnUnoccupiedVehicleUpdate(vehicleid, playerid, passenger_seat, Float:new_x, Float:new_y, Float:new_z, Float:vel_x, Float:vel_y, Float:vel_z); forward OnPlayerStreamIn(playerid, forplayerid); forward OnPlayerStreamOut(playerid, forplayerid); forward OnVehicleStreamIn(vehicleid, forplayerid); forward OnVehicleStreamOut(vehicleid, forplayerid); forward OnActorStreamIn(actorid, forplayerid); forward OnActorStreamOut(actorid, forplayerid); forward OnPlayerTakeDamage(playerid, issuerid, Float:amount, weaponid, bodypart); forward OnPlayerGiveDamage(playerid, damagedid, Float:amount, weaponid, bodypart); forward OnPlayerGiveDamageActor(playerid, damaged_actorid, Float:amount, weaponid, bodypart); forward OnPlayerClickTextDraw(playerid, Text:clickedid); forward OnPlayerClickPlayerTextDraw(playerid, PlayerText:playertextid); forward OnIncomingConnection(playerid, ip_address[], port); forward OnTrailerUpdate(playerid, vehicleid); forward OnVehicleSirenStateChange(playerid, vehicleid, newstate); #define CLICK_SOURCE_SCOREBOARD 0 forward OnPlayerClickPlayer(playerid, clickedplayerid, source); forward OnPlayerEditObject( playerid, playerobject, objectid, response, Float:fX, Float:fY, Float:fZ, Float:fRotX, Float:fRotY, Float:fRotZ ); forward OnPlayerEditAttachedObject( playerid, response, index, modelid, boneid, Float:fOffsetX, Float:fOffsetY, Float:fOffsetZ, Float:fRotX, Float:fRotY, Float:fRotZ, Float:fScaleX, Float:fScaleY, Float:fScaleZ ); #define SELECT_OBJECT_GLOBAL_OBJECT 1 #define SELECT_OBJECT_PLAYER_OBJECT 2 forward OnPlayerSelectObject(playerid, type, objectid, modelid, Float:fX, Float:fY, Float:fZ); #define BULLET_HIT_TYPE_NONE 0 #define BULLET_HIT_TYPE_PLAYER 1 #define BULLET_HIT_TYPE_VEHICLE 2 #define BULLET_HIT_TYPE_OBJECT 3 #define BULLET_HIT_TYPE_PLAYER_OBJECT 4 forward OnPlayerWeaponShot(playerid, weaponid, hittype, hitid, Float:fX, Float:fY, Float:fZ); native Float:GetPlayerDistanceFromPoint(playerid, Float:X, Float:Y, Float:Z); native IsPlayerStreamedIn(playerid, forplayerid); native GetPlayerTargetActor(playerid); 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 GetPlayerSurfingObjectID(playerid); native GetPlayerLastShotVectors(playerid, &Float:fOriginX, &Float:fOriginY, &Float:fOriginZ, &Float:fHitPosX, &Float:fHitPosY, &Float:fHitPosZ); #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); native SelectTextDraw(playerid, hovercolor); // enables the mouse so the player can select a textdraw native CancelSelectTextDraw(playerid); // 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[]); native PlayerTextDrawSetPreviewModel(playerid, PlayerText:text, modelindex); native PlayerTextDrawSetPreviewRot(playerid, PlayerText:text, Float:fRotX, Float:fRotY, Float:fRotZ, Float:fZoom = 1.0); native PlayerTextDrawSetPreviewVehCol(playerid, PlayerText:text, color1, color2); native SetPlayerChatBubble(playerid, text[], color, Float:drawdistance, expiretime); native DisableRemoteVehicleCollisions(playerid, disable); native ApplyAnimation и ClearAnimations не хватает аргумента 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 EnablePlayerCameraTarget(playerid, enable); native GetPlayerCameraTargetObject(playerid); native GetPlayerCameraTargetVehicle(playerid); native GetPlayerCameraTargetPlayer(playerid); native GetPlayerCameraTargetActor(playerid); native GetPlayerCameraMode(playerid); native Float:GetPlayerCameraAspectRatio(playerid); native Float:GetPlayerCameraZoom(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); native AttachObjectToObject(objectid, attachtoid, Float:OffsetX, Float:OffsetY, Float:OffsetZ, Float:RotX, Float:RotY, Float:RotZ, SyncRotation = 1); native SetObjectNoCameraCol(objectid); native IsObjectMoving(objectid); native EditObject(playerid, objectid); native EditPlayerObject(playerid, objectid); native SelectObject(playerid); native CancelEdit(playerid); native AttachPlayerObjectToVehicle(playerid, objectid, vehicleid, Float:fOffsetX, Float:fOffsetY, Float:fOffsetZ, Float:fRotX, Float:fRotY, Float:RotZ); native SetPlayerObjectNoCameraCol(playerid, objectid); native IsPlayerObjectMoving(playerid, objectid); native AttachPlayerObjectToPlayer(objectplayer, objectid, attachplayer, Float:OffsetX, Float:OffsetY, Float:OffsetZ, Float:rX, Float:rY, Float:rZ); #define OBJECT_MATERIAL_SIZE_32x32 10 #define OBJECT_MATERIAL_SIZE_64x32 20 #define OBJECT_MATERIAL_SIZE_64x64 30 #define OBJECT_MATERIAL_SIZE_128x32 40 #define OBJECT_MATERIAL_SIZE_128x64 50 #define OBJECT_MATERIAL_SIZE_128x128 60 #define OBJECT_MATERIAL_SIZE_256x32 70 #define OBJECT_MATERIAL_SIZE_256x64 80 #define OBJECT_MATERIAL_SIZE_256x128 90 #define OBJECT_MATERIAL_SIZE_256x256 100 #define OBJECT_MATERIAL_SIZE_512x64 110 #define OBJECT_MATERIAL_SIZE_512x128 120 #define OBJECT_MATERIAL_SIZE_512x256 130 #define OBJECT_MATERIAL_SIZE_512x512 140 #define OBJECT_MATERIAL_TEXT_ALIGN_LEFT 0 #define OBJECT_MATERIAL_TEXT_ALIGN_CENTER 1 #define OBJECT_MATERIAL_TEXT_ALIGN_RIGHT 2 native SetObjectMaterial(objectid, materialindex, modelid, txdname[], texturename[], materialcolor=0); native SetPlayerObjectMaterial(playerid, objectid, materialindex, modelid, txdname[], texturename[], materialcolor=0); native SetObjectMaterialText(objectid, text[], materialindex = 0, materialsize = OBJECT_MATERIAL_SIZE_256x128, fontface[] = "Arial", fontsize = 24, bold = 1, fontcolor = 0xFFFFFFFF, backcolor = 0, textalignment = 0); native SetPlayerObjectMaterialText(playerid, objectid, text[], materialindex = 0, materialsize = OBJECT_MATERIAL_SIZE_256x128, fontface[] = "Arial", fontsize = 24, bold = 1, fontcolor = 0xFFFFFFFF, backcolor = 0, textalignment = 0); native SetObjectsDefaultCameraCol(disable); CreateVehicle не хватает аргумента addsiren=0 native IsVehicleStreamedIn(vehicleid, forplayerid); native GetVehicleRotationQuat(vehicleid, &Float:w, &Float:x, &Float:y, &Float:z); native Float:GetVehicleDistanceFromPoint(vehicleid, Float:X, Float:Y, Float:Z); native ManualVehicleEngineAndLights(); native SetVehicleParamsEx(vehicleid, engine, lights, alarm, doors, bonnet, boot, objective); native GetVehicleParamsEx(vehicleid, &engine, &lights, &alarm, &doors, &bonnet, &boot, &objective); native GetVehicleParamsSirenState(vehicleid); native SetVehicleParamsCarDoors(vehicleid, driver, passenger, backleft, backright); native GetVehicleParamsCarDoors(vehicleid, &driver, &passenger, &backleft, &backright); native SetVehicleParamsCarWindows(vehicleid, driver, passenger, backleft, backright); native GetVehicleParamsCarWindows(vehicleid, &driver, &passenger, &backleft, &backright); native SetVehicleAngularVelocity(vehicleid, Float:X, Float:Y, Float:Z); native GetVehicleDamageStatus(vehicleid, &panels, &doors, &lights, &tires); native UpdateVehicleDamageStatus(vehicleid, panels, doors, lights, tires); #define VEHICLE_MODEL_INFO_SIZE 1 #define VEHICLE_MODEL_INFO_FRONTSEAT 2 #define VEHICLE_MODEL_INFO_REARSEAT 3 #define VEHICLE_MODEL_INFO_PETROLCAP 4 #define VEHICLE_MODEL_INFO_WHEELSFRONT 5 #define VEHICLE_MODEL_INFO_WHEELSREAR 6 #define VEHICLE_MODEL_INFO_WHEELSMID 7 #define VEHICLE_MODEL_INFO_FRONT_BUMPER_Z 8 #define VEHICLE_MODEL_INFO_REAR_BUMPER_Z 9 native GetVehicleModelInfo(vehiclemodel, infotype, &Float:X, &Float:Y, &Float:Z); native HTTP(index, type, url[], data[], callback[]); НЕ хватает SPECIAL_Action #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 SPECIAL_ACTION_CARRY 25
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