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- //||========================================================||
- //|| A_NPC.INC ||
- //||======================<Define's>========================||
- #define PLAYER_RECORDING_TYPE_NONE 0
- #define PLAYER_RECORDING_TYPE_DRIVER 1
- #define PLAYER_RECORDING_TYPE_ONFOOT 2
- #define PLAYER_STATE_NONE (0)
- #define PLAYER_STATE_ONFOOT (1)
- #define PLAYER_STATE_DRIVER (2)
- #define PLAYER_STATE_PASSENGER (3)
- #define PLAYER_STATE_WASTED (7)
- #define PLAYER_STATE_SPAWNED (8)
- #define PLAYER_STATE_SPECTATING (9)
- #define MAX_PLAYER_NAME (24)
- #define MAX_PLAYERS (500)
- #define MAX_VEHICLES (2000)
- #define INVALID_PLAYER_ID (0xFFFF)
- #define INVALID_VEHICLE_ID (0xFFFF)
- #define NO_TEAM (255)
- #define MAX_OBJECTS (150)
- #define INVALID_OBJECT_ID (255)
- #define MAX_GANG_ZONES (1024)
- #define MAX_TEXT_DRAWS (1024)
- #define MAX_MENUS (128)
- #define INVALID_MENU (0xFF)
- #define INVALID_TEXT_DRAW (0xFFFF)
- #define INVALID_GANG_ZONE (-1)
- #define WEAPON_BRASSKNUCKLE (1)
- #define WEAPON_GOLFCLUB (2)
- #define WEAPON_NITESTICK (3)
- #define WEAPON_KNIFE (4)
- #define WEAPON_BAT (5)
- #define WEAPON_SHOVEL (6)
- #define WEAPON_POOLSTICK (7)
- #define WEAPON_KATANA (8)
- #define WEAPON_CHAINSAW (9)
- #define WEAPON_DILDO (10)
- #define WEAPON_DILDO2 (11)
- #define WEAPON_VIBRATOR (12)
- #define WEAPON_VIBRATOR2 (13)
- #define WEAPON_FLOWER (14)
- #define WEAPON_CANE (15)
- #define WEAPON_GRENADE (16)
- #define WEAPON_TEARGAS (17)
- #define WEAPON_MOLTOV (18)
- #define WEAPON_COLT45 (22)
- #define WEAPON_SILENCED (23)
- #define WEAPON_DEAGLE (24)
- #define WEAPON_SHOTGUN (25)
- #define WEAPON_SAWEDOFF (26)
- #define WEAPON_SHOTGSPA (27)
- #define WEAPON_UZI (28)
- #define WEAPON_MP5 (29)
- #define WEAPON_AK47 (30)
- #define WEAPON_M4 (31)
- #define WEAPON_TEC9 (32)
- #define WEAPON_RIFLE (33)
- #define WEAPON_SNIPER (34)
- #define WEAPON_ROCKETLAUNCHER (35)
- #define WEAPON_HEATSEEKER (36)
- #define WEAPON_FLAMETHROWER (37)
- #define WEAPON_MINIGUN (38)
- #define WEAPON_SATCHEL (39)
- #define WEAPON_BOMB (40)
- #define WEAPON_SPRAYCAN (41)
- #define WEAPON_FIREEXTINGUISHER (42)
- #define WEAPON_CAMERA (43)
- #define WEAPON_PARACHUTE (46)
- #define WEAPON_VEHICLE (49)
- #define WEAPON_DROWN (53)
- #define WEAPON_COLLISION (54)
- #define KEY_ACTION (1)
- #define KEY_CROUCH (2)
- #define KEY_FIRE (4)
- #define KEY_SPRINT (8)
- #define KEY_SECONDARY_ATTACK (16)
- #define KEY_JUMP (32)
- #define KEY_LOOK_RIGHT (64)
- #define KEY_HANDBRAKE (128)
- #define KEY_LOOK_LEFT (256)
- #define KEY_SUBMISSION (512)
- #define KEY_LOOK_BEHIND (512)
- #define KEY_WALK (1024)
- #define KEY_ANALOG_UP (2048)
- #define KEY_ANALOG_DOWN (4096)
- #define KEY_ANALOG_RIGHT (16384)
- #define KEY_ANALOG_LEFT (8192)
- #define KEY_UP (-128)
- #define KEY_DOWN (128)
- #define KEY_LEFT (-128)
- #define KEY_RIGHT (128)
- //||=====================<Funktionen>=======================||
- native print(const string[]);
- native printf(const format[], {Float,_}:...);
- native format(output[], len, const format[], {Float,_}:...);
- native SetTimer(funcname[], interval, repeating);
- native KillTimer(timerid);
- native GetTickCount();
- native Float:asin(Float:value);
- native Float:acos(Float:value);
- native Float:atan(Float:value);
- native Float:atan2(Float:x, Float:y);
- native SendChat(msg[]);
- native SendCommand(commandtext[]);
- native GetPlayerState(playerid);
- native GetPlayerPos(playerid, &Float:x, &Float:y, &Float:z);
- native GetPlayerVehicleID(playerid);
- native GetPlayerArmedWeapon(playerid);
- native GetPlayerHealth(playerid);
- native GetPlayerArmour(playerid);
- native GetPlayerSpecialAction(playerid);
- native IsPlayerStreamedIn(playerid);
- native IsVehicleStreamedIn(vehicleid);
- native GetPlayerKeys(playerid, &keys, &updown, &leftright);
- native GetPlayerFacingAngle(playerid, &Float:ang);
- native GetMyPos(&Float:x, &Float:y, &Float:z);
- native SetMyPos(Float:x, Float:y, Float:z);
- native GetMyFacingAngle(&Float:ang);
- native SetMyFacingAngle(Float:ang);
- native GetDistanceFromMeToPoint(Float:X, Float:Y, Float:Z, &Float:Distance);
- native IsPlayerInRangeOfPoint(playerid, Float:range, Float:X, Float:Y, Float:Z);
- native GetPlayerName(playerid, const name[], len);
- native IsPlayerConnected(playerid);
- native StartRecordingPlayback(playbacktype, recordname[]);
- native StopRecordingPlayback();
- native PauseRecordingPlayback();
- native ResumeRecordingPlayback();
- //||======================<Callbacks>=======================||
- forward OnNPCModeInit();
- forward OnNPCModeExit();
- forward OnNPCConnect(myplayerid);
- forward OnNPCDisconnect(reason[]);
- forward OnNPCSpawn();
- forward OnNPCEnterVehicle(vehicleid, seatid);
- forward OnNPCExitVehicle();
- forward OnClientMessage(color, text[]);
- forward OnPlayerDeath(playerid);
- forward OnPlayerText(playerid, text[]);
- forward OnPlayerStreamIn(playerid);
- forward OnPlayerStreamOut(playerid);
- forward OnVehicleStreamIn(vehicleid);
- forward OnVehicleStreamOut(vehicleid);
- forward OnRecordingPlaybackEnd();
- //||========================================================||
- //|| A_OBJECTS.INC ||
- //||=====================<Funktionen>=======================||
- native CreateObject(modelid, Float:X, Float:Y, Float:Z, Float:rX, Float:rY, Float:rZ, Float:DrawDistance = 0.0);
- native AttachObjectToVehicle(objectid, vehicleid, Float:fOffsetX, Float:fOffsetY, Float:fOffsetZ, Float:fRotX, Float:fRotY, Float:RotZ);
- native SetObjectPos(objectid, Float:X, Float:Y, Float:Z);
- native GetObjectPos(objectid, &Float:X, &Float:Y, &Float:Z);
- native SetObjectRot(objectid, Float:RotX, Float:RotY, Float:RotZ);
- native GetObjectRot(objectid, &Float:RotX, &Float:RotY, &Float:RotZ);
- native IsValidObject(objectid);
- native DestroyObject(objectid);
- native MoveObject(objectid, Float:X, Float:Y, Float:Z, Float:Speed);
- native StopObject(objectid);
- native CreatePlayerObject(playerid, modelid, Float:X, Float:Y, Float:Z, Float:rX, Float:rY, Float:rZ, Float:DrawDistance = 0.0);
- native SetPlayerObjectPos(playerid, objectid, Float:X, Float:Y, Float:Z);
- native GetPlayerObjectPos(playerid, objectid, &Float:X, &Float:Y, &Float:Z);
- native SetPlayerObjectRot(playerid, objectid, Float:RotX, Float:RotY, Float:RotZ);
- native GetPlayerObjectRot(playerid, objectid, &Float:RotX, &Float:RotY, &Float:RotZ);
- native IsValidPlayerObject(playerid, objectid);
- native DestroyPlayerObject(playerid, objectid);
- native MovePlayerObject(playerid, objectid, Float:X, Float:Y, Float:Z, Float:Speed);
- native StopPlayerObject(playerid, objectid);
- native AttachObjectToPlayer(objectid, playerid, Float:OffsetX, Float:OffsetY, Float:OffsetZ, Float:rX, Float:rY, Float:rZ);
- native AttachPlayerObjectToPlayer(objectplayer, objectid, attachplayer, Float:OffsetX, Float:OffsetY, Float:OffsetZ, Float:rX, Float:rY, Float:rZ);
- //||========================================================||
- //|| A_PLAYERS.INC ||
- //||======================<Define's>========================||
- #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 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
- #define MAX_PLAYER_ATTACHED_OBJECTS 5 // This is the number of attached indexes available ie 5 = 0-4
- #define PLAYER_VARTYPE_NONE 0
- #define PLAYER_VARTYPE_INT 1
- #define PLAYER_VARTYPE_STRING 2
- #define PLAYER_VARTYPE_FLOAT 3
- #define MAX_CHATBUBBLE_LENGTH 144
- #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
- #define SPECTATE_MODE_NORMAL 1
- #define SPECTATE_MODE_FIXED 2
- #define SPECTATE_MODE_SIDE 3
- #define PLAYER_RECORDING_TYPE_NONE 0
- #define PLAYER_RECORDING_TYPE_DRIVER 1
- #define PLAYER_RECORDING_TYPE_ONFOOT 2
- //||=====================<Funktionen>=======================||
- 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);
- 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 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 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 SetPlayerShopName(playerid, shopname[]);
- native SetPlayerSkillLevel(playerid, skill, level);
- native GetPlayerSurfingVehicleID(playerid);
- 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);
- native RemovePlayerAttachedObject(playerid, index);
- native IsPlayerAttachedObjectSlotUsed(playerid, index);
- 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[]);
- native GetPVarsUpperIndex(playerid);
- native GetPVarNameAtIndex(playerid, index, ret_varname[], ret_len);
- native GetPVarType(playerid, varname[]);
- native SetPlayerChatBubble(playerid, text[], color, Float:drawdistance, expiretime);
- 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);
- 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);
- native SetPlayerMapIcon(playerid, iconid, Float:x, Float:y, Float:z, markertype, color, style = MAPICON_LOCAL);
- native RemovePlayerMapIcon(playerid, iconid);
- native AllowPlayerTeleport(playerid, allow);
- native SetPlayerCameraPos(playerid,Float:x, Float:y, Float:z);
- native SetPlayerCameraLookAt(playerid, Float:x, Float:y, Float:z);
- native SetCameraBehindPlayer(playerid);
- native GetPlayerCameraPos(playerid, &Float:x, &Float:y, &Float:z);
- native GetPlayerCameraFrontVector(playerid, &Float:x, &Float:y, &Float:z);
- native IsPlayerConnected(playerid);
- native IsPlayerInVehicle(playerid, vehicleid);
- native IsPlayerInAnyVehicle(playerid);
- native IsPlayerInCheckpoint(playerid);
- native IsPlayerInRaceCheckpoint(playerid);
- native SetPlayerVirtualWorld(playerid, worldid);
- native GetPlayerVirtualWorld(playerid);
- native EnableStuntBonusForPlayer(playerid, enable);
- native EnableStuntBonusForAll(enable);
- native TogglePlayerSpectating(playerid, toggle);
- native PlayerSpectatePlayer(playerid, targetplayerid, mode = SPECTATE_MODE_NORMAL);
- native PlayerSpectateVehicle(playerid, targetvehicleid, mode = SPECTATE_MODE_NORMAL);
- native StartRecordingPlayerData(playerid, recordtype, recordname[]);
- native StopRecordingPlayerData(playerid);
- //||========================================================||
- //|| A_SAMP.INC ||
- //||======================<Define's>========================||
- #define MAX_PLAYER_NAME (24)
- #define MAX_PLAYERS (500)
- #define MAX_VEHICLES (2000)
- #define INVALID_PLAYER_ID (0xFFFF)
- #define INVALID_VEHICLE_ID (0xFFFF)
- #define NO_TEAM (255)
- #define MAX_OBJECTS (400)
- #define INVALID_OBJECT_ID (0xFFFF)
- #define MAX_GANG_ZONES (1024)
- #define MAX_TEXT_DRAWS (2048)
- #define MAX_MENUS (128)
- #define MAX_3DTEXT_GLOBAL (1024)
- #define MAX_3DTEXT_PLAYER (1024)
- #define MAX_PICKUPS (2048)
- #define INVALID_MENU (0xFF)
- #define INVALID_TEXT_DRAW (0xFFFF)
- #define INVALID_GANG_ZONE (-1)
- #define INVALID_3DTEXT_ID (0xFFFF)
- #define DIALOG_STYLE_MSGBOX 0
- #define DIALOG_STYLE_INPUT 1
- #define DIALOG_STYLE_LIST 2
- #define PLAYER_STATE_NONE (0)
- #define PLAYER_STATE_ONFOOT (1)
- #define PLAYER_STATE_DRIVER (2)
- #define PLAYER_STATE_PASSENGER (3)
- #define PLAYER_STATE_EXIT_VEHICLE (4) // (used internally)
- #define PLAYER_STATE_ENTER_VEHICLE_DRIVER (5) // (used internally)
- #define PLAYER_STATE_ENTER_VEHICLE_PASSENGER (6) // (used internally)
- #define PLAYER_STATE_WASTED (7)
- #define PLAYER_STATE_SPAWNED (8)
- #define PLAYER_STATE_SPECTATING (9)
- #define PLAYER_MARKERS_MODE_OFF (0)
- #define PLAYER_MARKERS_MODE_GLOBAL (1)
- #define PLAYER_MARKERS_MODE_STREAMED (2)
- #define WEAPON_BRASSKNUCKLE (1)
- #define WEAPON_GOLFCLUB (2)
- #define WEAPON_NITESTICK (3)
- #define WEAPON_KNIFE (4)
- #define WEAPON_BAT (5)
- #define WEAPON_SHOVEL (6)
- #define WEAPON_POOLSTICK (7)
- #define WEAPON_KATANA (8)
- #define WEAPON_CHAINSAW (9)
- #define WEAPON_DILDO (10)
- #define WEAPON_DILDO2 (11)
- #define WEAPON_VIBRATOR (12)
- #define WEAPON_VIBRATOR2 (13)
- #define WEAPON_FLOWER (14)
- #define WEAPON_CANE (15)
- #define WEAPON_GRENADE (16)
- #define WEAPON_TEARGAS (17)
- #define WEAPON_MOLTOV (18)
- #define WEAPON_COLT45 (22)
- #define WEAPON_SILENCED (23)
- #define WEAPON_DEAGLE (24)
- #define WEAPON_SHOTGUN (25)
- #define WEAPON_SAWEDOFF (26)
- #define WEAPON_SHOTGSPA (27)
- #define WEAPON_UZI (28)
- #define WEAPON_MP5 (29)
- #define WEAPON_AK47 (30)
- #define WEAPON_M4 (31)
- #define WEAPON_TEC9 (32)
- #define WEAPON_RIFLE (33)
- #define WEAPON_SNIPER (34)
- #define WEAPON_ROCKETLAUNCHER (35)
- #define WEAPON_HEATSEEKER (36)
- #define WEAPON_FLAMETHROWER (37)
- #define WEAPON_MINIGUN (38)
- #define WEAPON_SATCHEL (39)
- #define WEAPON_BOMB (40)
- #define WEAPON_SPRAYCAN (41)
- #define WEAPON_FIREEXTINGUISHER (42)
- #define WEAPON_CAMERA (43)
- #define WEAPON_PARACHUTE (46)
- #define WEAPON_VEHICLE (49)
- #define WEAPON_DROWN (53)
- #define WEAPON_COLLISION (54)
- #define KEY_ACTION (1)
- #define KEY_CROUCH (2)
- #define KEY_FIRE (4)
- #define KEY_SPRINT (8)
- #define KEY_SECONDARY_ATTACK (16)
- #define KEY_JUMP (32)
- #define KEY_LOOK_RIGHT (64)
- #define KEY_HANDBRAKE (128)
- #define KEY_LOOK_LEFT (256)
- #define KEY_SUBMISSION (512)
- #define KEY_LOOK_BEHIND (512)
- #define KEY_WALK (1024)
- #define KEY_ANALOG_UP (2048)
- #define KEY_ANALOG_DOWN (4096)
- #define KEY_ANALOG_LEFT (8192)
- #define KEY_ANALOG_RIGHT (16384)
- #define KEY_UP (-128)
- #define KEY_DOWN (128)
- #define KEY_LEFT (-128)
- #define KEY_RIGHT (128)
- #define CLICK_SOURCE_SCOREBOARD 0
- //||=====================<Funktionen>=======================||
- native print(const string[]);
- native printf(const format[], {Float,_}:...);
- native format(output[], len, const format[], {Float,_}:...);
- native SendClientMessage(playerid, color, const message[]);
- native SendClientMessageToAll(color, const message[]);
- native SendPlayerMessageToPlayer(playerid, senderid, const message[]);
- native SendPlayerMessageToAll(senderid, const message[]);
- native SendDeathMessage(killer,killee,weapon);
- native GameTextForAll(const string[],time,style);
- native GameTextForPlayer(playerid,const string[],time,style);
- native SetTimer(funcname[], interval, repeating);
- native SetTimerEx(funcname[], interval, repeating, const format[], {Float,_}:...);
- native KillTimer(timerid);
- native GetTickCount();
- native GetMaxPlayers();
- native CallRemoteFunction(const function[], const format[], {Float,_}:...);
- native CallLocalFunction(const function[], const format[], {Float,_}:...);
- native Float:asin(Float:value);
- native Float:acos(Float:value);
- native Float:atan(Float:value);
- native Float:atan2(Float:x, Float:y);
- native SetGameModeText(const string[]);
- native SetTeamCount(count);
- native AddPlayerClass(modelid, Float:spawn_x, Float:spawn_y, Float:spawn_z, Float:z_angle, weapon1, weapon1_ammo, weapon2, weapon2_ammo, weapon3, weapon3_ammo);
- native AddPlayerClassEx(teamid, modelid, Float:spawn_x, Float:spawn_y, Float:spawn_z, Float:z_angle, weapon1, weapon1_ammo, weapon2, weapon2_ammo, weapon3, weapon3_ammo);
- native AddStaticVehicle(modelid, Float:spawn_x, Float:spawn_y, Float:spawn_z, Float:z_angle, color1, color2);
- native AddStaticVehicleEx(modelid, Float:spawn_x, Float:spawn_y, Float:spawn_z, Float:z_angle, color1, color2, respawn_delay);
- native AddStaticPickup(model, type, Float:X, Float:Y, Float:Z, virtualworld = 0);
- native CreatePickup(model, type, Float:X, Float:Y, Float:Z, virtualworld = 0);
- native DestroyPickup(pickup);
- native ShowNameTags(show);
- native ShowPlayerMarkers(mode);
- native GameModeExit();
- native SetWorldTime(hour);
- native GetWeaponName(weaponid, const weapon[], len);
- native EnableTirePopping(enable);
- native AllowInteriorWeapons(allow);
- native SetWeather(weatherid);
- native SetGravity(Float:gravity);
- native AllowAdminTeleport(allow);
- native SetDeathDropAmount(amount);
- native CreateExplosion(Float:X, Float:Y, Float:Z, type, Float:Radius);
- native EnableZoneNames(enable);
- native UsePlayerPedAnims(); // Will cause the players to use CJ running/walking animations
- native DisableInteriorEnterExits(); // will disable all interior enter/exits in the game.
- native SetNameTagDrawDistance(Float:distance); // Distance at which nametags will start rendering on the client.
- native DisableNameTagLOS(); // Disables the nametag Line-Of-Sight checking
- native LimitGlobalChatRadius(Float:chat_radius);
- native LimitPlayerMarkerRadius(Float:marker_radius);
- native ConnectNPC(name[], script[]);
- native IsPlayerNPC(playerid);
- native IsPlayerAdmin(playerid);
- native Kick(playerid);
- native Ban(playerid);
- native BanEx(playerid, const reason[]);
- native SendRconCommand(command[]);
- native GetServerVarAsString(const varname[], buffer[], len);
- native GetServerVarAsInt(const varname[]);
- native GetServerVarAsBool(const varname[]);
- native Menu:CreateMenu(const title[], columns, Float:x, Float:y, Float:col1width, Float:col2width = 0.0);
- native DestroyMenu(Menu:menuid);
- native AddMenuItem(Menu:menuid, column, const menutext[]);
- native SetMenuColumnHeader(Menu:menuid, column, const columnheader[]);
- native ShowMenuForPlayer(Menu:menuid, playerid);
- native HideMenuForPlayer(Menu:menuid, playerid);
- native IsValidMenu(Menu:menuid);
- native DisableMenu(Menu:menuid);
- native DisableMenuRow(Menu:menuid, row);
- native Menu:GetPlayerMenu(playerid);
- native Text:TextDrawCreate(Float:x, Float:y, text[]);
- native TextDrawDestroy(Text:text);
- native TextDrawLetterSize(Text:text, Float:x, Float:y);
- native TextDrawTextSize(Text:text, Float:x, Float:y);
- native TextDrawAlignment(Text:text, alignment);
- native TextDrawColor(Text:text, color);
- native TextDrawUseBox(Text:text, use);
- native TextDrawBoxColor(Text:text, color);
- native TextDrawSetShadow(Text:text, size);
- native TextDrawSetOutline(Text:text, size);
- native TextDrawBackgroundColor(Text:text, color);
- native TextDrawFont(Text:text, font);
- native TextDrawSetProportional(Text:text, set);
- native TextDrawShowForPlayer(playerid, Text:text);
- native TextDrawHideForPlayer(playerid, Text:text);
- native TextDrawShowForAll(Text:text);
- native TextDrawHideForAll(Text:text);
- native TextDrawSetString(Text:text, string[]);
- native GangZoneCreate(Float:minx, Float:miny, Float:maxx, Float:maxy);
- native GangZoneDestroy(zone);
- native GangZoneShowForPlayer(playerid, zone, color);
- native GangZoneShowForAll(zone, color);
- native GangZoneHideForPlayer(playerid, zone);
- native GangZoneHideForAll(zone);
- native GangZoneFlashForPlayer(playerid, zone, flashcolor);
- native GangZoneFlashForAll(zone, flashcolor);
- native GangZoneStopFlashForPlayer(playerid, zone);
- native GangZoneStopFlashForAll(zone);
- native Text3D:Create3DTextLabel(text[], color, Float:X, Float:Y, Float:Z, Float:DrawDistance, virtualworld, testLOS=0);
- native Delete3DTextLabel(Text3D:id);
- native Attach3DTextLabelToPlayer(Text3D:id, playerid, Float:OffsetX, Float:OffsetY, Float:OffsetZ);
- native Attach3DTextLabelToVehicle(Text3D:id, vehicleid, Float:OffsetX, Float:OffsetY, Float:OffsetZ);
- native Update3DTextLabelText(Text3D:id, color, text[]);
- native PlayerText3D:CreatePlayer3DTextLabel(playerid, text[], color, Float:X, Float:Y, Float:Z, Float:DrawDistance, attachedplayer=INVALID_PLAYER_ID, attachedvehicle=INVALID_VEHICLE_ID, testLOS=0);
- native DeletePlayer3DTextLabel(playerid, PlayerText3D:id);
- native UpdatePlayer3DTextLabelText(playerid, PlayerText3D:id, color, text[]);
- native ShowPlayerDialog(playerid, dialogid, style, caption[], info[], button1[], button2[]);
- //||======================<Callbacks>=======================||
- forward OnGameModeInit();
- forward OnGameModeExit();
- forward OnFilterScriptInit();
- forward OnFilterScriptExit();
- forward OnPlayerConnect(playerid);
- forward OnPlayerDisconnect(playerid, reason);
- forward OnPlayerSpawn(playerid);
- forward OnPlayerDeath(playerid, killerid, reason);
- forward OnVehicleSpawn(vehicleid);
- forward OnVehicleDeath(vehicleid, killerid);
- forward OnPlayerText(playerid, text[]);
- forward OnPlayerCommandText(playerid, cmdtext[]);
- forward OnPlayerRequestClass(playerid, classid);
- forward OnPlayerEnterVehicle(playerid, vehicleid, ispassenger);
- forward OnPlayerExitVehicle(playerid, vehicleid);
- forward OnPlayerStateChange(playerid, newstate, oldstate);
- forward OnPlayerEnterCheckpoint(playerid);
- forward OnPlayerLeaveCheckpoint(playerid);
- forward OnPlayerEnterRaceCheckpoint(playerid);
- forward OnPlayerLeaveRaceCheckpoint(playerid);
- forward OnRconCommand(cmd[]);
- forward OnPlayerRequestSpawn(playerid);
- forward OnObjectMoved(objectid);
- forward OnPlayerObjectMoved(playerid, objectid);
- forward OnPlayerPickUpPickup(playerid, pickupid);
- forward OnVehicleMod(playerid, vehicleid, componentid);
- forward OnEnterExitModShop(playerid, enterexit, interiorid);
- forward OnVehiclePaintjob(playerid, vehicleid, paintjobid);
- forward OnVehicleRespray(playerid, vehicleid, color1, color2);
- forward OnVehicleDamageStatusUpdate(vehicleid, playerid);
- forward OnPlayerSelectedMenuRow(playerid, row);
- forward OnPlayerExitedMenu(playerid);
- forward OnPlayerInteriorChange(playerid, newinteriorid, oldinteriorid);
- forward OnPlayerKeyStateChange(playerid, newkeys, oldkeys);
- forward OnRconLoginAttempt( ip[], password[], success );
- forward OnPlayerUpdate(playerid);
- forward OnPlayerStreamIn(playerid, forplayerid);
- forward OnPlayerStreamOut(playerid, forplayerid);
- forward OnVehicleStreamIn(vehicleid, forplayerid);
- forward OnVehicleStreamOut(vehicleid, forplayerid);
- forward OnDialogResponse(playerid, dialogid, response, listitem, inputtext[]);
- forward OnPlayerClickPlayer(playerid, clickedplayerid, source);
- //||========================================================||
- //|| A_SAMPDB.INC ||
- //||=====================<Funktionen>=======================||
- native DB:db_open(name[]);
- native db_close(DB:db);
- native DBResult:db_query(DB:db,query[]);
- native db_free_result(DBResult:dbresult);
- native db_num_rows(DBResult:dbresult);
- native db_next_row(DBResult:dbresult);
- native db_num_fields(DBResult:dbresult);
- native db_field_name(DBResult:dbresult, field, result[], maxlength);
- native db_get_field(DBResult:dbresult, field, result[], maxlength);
- native db_get_field_assoc(DBResult:dbresult, const field[], result[], maxlength);
- //||========================================================||
- //|| A_VEHICLES.INC ||
- //||======================<Define's>========================||
- #define CARMODTYPE_SPOILER 0
- #define CARMODTYPE_HOOD 1
- #define CARMODTYPE_ROOF 2
- #define CARMODTYPE_SIDESKIRT 3
- #define CARMODTYPE_LAMPS 4
- #define CARMODTYPE_NITRO 5
- #define CARMODTYPE_EXHAUST 6
- #define CARMODTYPE_WHEELS 7
- #define CARMODTYPE_STEREO 8
- #define CARMODTYPE_HYDRAULICS 9
- #define CARMODTYPE_FRONT_BUMPER 10
- #define CARMODTYPE_REAR_BUMPER 11
- #define CARMODTYPE_VENT_RIGHT 12
- #define CARMODTYPE_VENT_LEFT 13
- #define VEHICLE_PARAMS_UNSET -1
- #define VEHICLE_PARAMS_OFF 0
- #define VEHICLE_PARAMS_ON 1
- //||=====================<Funktionen>=======================||
- native CreateVehicle(vehicletype, Float:x, Float:y, Float:z, Float:rotation, color1, color2, respawn_delay);
- native DestroyVehicle(vehicleid);
- native IsVehicleStreamedIn(vehicleid, forplayerid);
- native GetVehiclePos(vehicleid, &Float:x, &Float:y, &Float:z);
- native SetVehiclePos(vehicleid, Float:x, Float:y, Float:z);
- native GetVehicleZAngle(vehicleid, &Float:z_angle);
- native GetVehicleRotationQuat(vehicleid, &Float:w, &Float:x, &Float:y, &Float:z);
- native SetVehicleZAngle(vehicleid, Float:z_angle);
- native SetVehicleParamsForPlayer(vehicleid,playerid,objective,doorslocked);
- native ManualVehicleEngineAndLights();
- native SetVehicleParamsEx(vehicleid, engine, lights, alarm, doors, bonnet, boot, objective);
- native GetVehicleParamsEx(vehicleid, &engine, &lights, &alarm, &doors, &bonnet, &boot, &objective);
- native SetVehicleToRespawn(vehicleid);
- native LinkVehicleToInterior(vehicleid, interiorid);
- native AddVehicleComponent(vehicleid, componentid);
- native RemoveVehicleComponent(vehicleid, componentid);
- native ChangeVehicleColor(vehicleid, color1, color2);
- native ChangeVehiclePaintjob(vehicleid, paintjobid);
- native SetVehicleHealth(vehicleid, Float:health);
- native GetVehicleHealth(vehicleid, &Float:health);
- native AttachTrailerToVehicle(trailerid, vehicleid);
- native DetachTrailerFromVehicle(vehicleid);
- native IsTrailerAttachedToVehicle(vehicleid);
- native GetVehicleTrailer(vehicleid);
- native SetVehicleNumberPlate(vehicleid, numberplate[]);
- native GetVehicleModel(vehicleid);
- native GetVehicleComponentInSlot(vehicleid, slot); // There is 1 slot for each CARMODTYPE_*
- native GetVehicleComponentType(component); // Find CARMODTYPE_* for component id
- native RepairVehicle(vehicleid); // Repairs the damage model and resets the health
- native GetVehicleVelocity(vehicleid, &Float:X, &Float:Y, &Float:Z);
- native SetVehicleVelocity(vehicleid, Float:X, Float:Y, Float:Z);
- native SetVehicleAngularVelocity(vehicleid, Float:X, Float:Y, Float:Z);
- native GetVehicleDamageStatus(vehicleid, &panels, &doors, &lights, &tires);
- native UpdateVehicleDamageStatus(vehicleid, panels, doors, lights, tires);
- native SetVehicleVirtualWorld(vehicleid, worldid);
- native GetVehicleVirtualWorld(vehicleid);
- //||========================================================||
- //|| CORE.INC ||
- //||=====================<Funktionen>=======================||
- native heapspace();
- native funcidx(const name[]);
- native numargs();
- native getarg(arg, index=0);
- native setarg(arg, index=0, value);
- native tolower(c);
- native toupper(c);
- native swapchars(c);
- native random(max);
- native min(value1, value2);
- native max(value1, value2);
- native clamp(value, min=cellmin, max=cellmax);
- native getproperty(id=0, const name[]="", value=cellmin, string[]="");
- native setproperty(id=0, const name[]="", value=cellmin, const string[]="");
- native deleteproperty(id=0, const name[]="", value=cellmin);
- native existproperty(id=0, const name[]="", value=cellmin);
- //||========================================================||
- //|| DATAGRAM.INC ||
- //||=====================<Funktionen>=======================||
- native sendstring(const message[], const destination[]="");
- native sendpacket(const packet[], size, const destination[]="");
- native listenport(port);
- //||======================<Callbacks>=======================||
- forward @receivestring(const message[], const source[]);
- forward @receivepacket(const packet[], size, const source[]);
- //||========================================================||
- //|| FILE.INC ||
- //||=====================<Funktionen>=======================||
- native File:fopen(const name[], filemode: mode = io_readwrite);
- native bool:fclose(File: handle);
- native File:ftemp();
- native bool:fremove(const name[]);
- native fwrite(File: handle, const string[]);
- native fread(File: handle, string[], size = sizeof string, bool: pack = false);
- native bool:fputchar(File: handle, value, bool: utf8 = true);
- native fgetchar(File: handle, value, bool: utf8 = true);
- native fblockwrite(File: handle, const buffer[], size = sizeof buffer);
- native fblockread(File: handle, buffer[], size = sizeof buffer);
- native fseek(File: handle, position = 0, seek_whence: whence = seek_start);
- native flength(File: handle);
- native fexist(const pattern[]);
- native bool:fmatch(name[], const pattern[], index = 0, size = sizeof name);
- //||========================================================||
- //|| FLOAT.INC ||
- //||=====================<Funktionen>=======================||
- native Float:float(value);
- native Float:floatstr(const string[]);
- native Float:floatmul(Float:oper1, Float:oper2);
- native Float:floatdiv(Float:dividend, Float:divisor);
- native Float:floatadd(Float:oper1, Float:oper2);
- native Float:floatsub(Float:oper1, Float:oper2);
- native Float:floatfract(Float:value);
- native floatround(Float:value, floatround_method:method=floatround_round);
- native floatcmp(Float:oper1, Float:oper2);
- native Float:floatsqroot(Float:value);
- native Float:floatpower(Float:value, Float:exponent);
- native Float:floatlog(Float:value, Float:base=10.0);
- native Float:floatsin(Float:value, anglemode:mode=radian);
- native Float:floatcos(Float:value, anglemode:mode=radian);
- native Float:floattan(Float:value, anglemode:mode=radian);
- native Float:floatabs(Float:value);
- //||========================================================||
- //|| STRING.INC ||
- //||=====================<Funktionen>=======================||
- native strlen(const string[]);
- native strpack(dest[], const source[], maxlength=sizeof dest);
- native strunpack(dest[], const source[], maxlength=sizeof dest);
- native strcat(dest[], const source[], maxlength=sizeof dest);
- native strmid(dest[], const source[], start, end, maxlength=sizeof dest);
- native bool: strins(string[], const substr[], pos, maxlength=sizeof string);
- native bool: strdel(string[], start, end);
- native strcmp(const string1[], const string2[], bool:ignorecase=false, length=cellmax);
- native strfind(const string[], const sub[], bool:ignorecase=false, pos=0);
- native strval(const string[]);
- native valstr(dest[], value, bool:pack=false);
- native bool: ispacked(const string[]);
- native uudecode(dest[], const source[], maxlength=sizeof dest);
- native uuencode(dest[], const source[], numbytes, maxlength=sizeof dest);
- native memcpy(dest[], const source[], index=0, numbytes, maxlength=sizeof dest);
- //||========================================================||
- //|| TIME.INC ||
- //||=====================<Funktionen>=======================||
- native gettime(&hour=0, &minute=0, &second=0);
- native getdate(&year=0, &month=0, &day=0);
- native tickcount(&granularity=0);
- //||========================================================||
- //|| A_PLAYERS.INC ||
- //||======================<Define's>========================||
- #define HTTP_GET 1
- #define HTTP_POST 2
- #define HTTP_HEAD 3
- #define HTTP_ERROR_BAD_HOST 1
- #define HTTP_ERROR_NO_SOCKET 2
- #define HTTP_ERROR_CANT_CONNECT 3
- #define HTTP_ERROR_CANT_WRITE 4
- #define HTTP_ERROR_CONTENT_TOO_BIG 5
- #define HTTP_ERROR_MALFORMED_RESPONSE 6
- //||=====================<Funktionen>=======================||
- native HTTP(index, type, url[], data[], callback[]);
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