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Maddin

SAMP natives

Apr 2nd, 2011
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  1. //||========================================================||
  2. //||                       A_NPC.INC                        ||
  3. //||======================<Define's>========================||
  4. #define PLAYER_RECORDING_TYPE_NONE      0
  5. #define PLAYER_RECORDING_TYPE_DRIVER    1
  6. #define PLAYER_RECORDING_TYPE_ONFOOT    2
  7. #define PLAYER_STATE_NONE                       (0)
  8. #define PLAYER_STATE_ONFOOT                     (1)
  9. #define PLAYER_STATE_DRIVER                     (2)
  10. #define PLAYER_STATE_PASSENGER                  (3)
  11. #define PLAYER_STATE_WASTED                     (7)
  12. #define PLAYER_STATE_SPAWNED                    (8)
  13. #define PLAYER_STATE_SPECTATING                 (9)
  14. #define MAX_PLAYER_NAME                         (24)
  15. #define MAX_PLAYERS                             (500)
  16. #define MAX_VEHICLES                            (2000)
  17. #define INVALID_PLAYER_ID                       (0xFFFF)
  18. #define INVALID_VEHICLE_ID                      (0xFFFF)
  19. #define NO_TEAM                                 (255)
  20. #define MAX_OBJECTS                             (150)
  21. #define INVALID_OBJECT_ID                       (255)
  22. #define MAX_GANG_ZONES                          (1024)
  23. #define MAX_TEXT_DRAWS                          (1024)
  24. #define MAX_MENUS                               (128)
  25. #define INVALID_MENU                            (0xFF)
  26. #define INVALID_TEXT_DRAW                       (0xFFFF)
  27. #define INVALID_GANG_ZONE                       (-1)
  28. #define WEAPON_BRASSKNUCKLE             (1)
  29. #define WEAPON_GOLFCLUB                 (2)
  30. #define WEAPON_NITESTICK                (3)
  31. #define WEAPON_KNIFE                    (4)
  32. #define WEAPON_BAT                      (5)
  33. #define WEAPON_SHOVEL                   (6)
  34. #define WEAPON_POOLSTICK                (7)
  35. #define WEAPON_KATANA                   (8)
  36. #define WEAPON_CHAINSAW                 (9)
  37. #define WEAPON_DILDO                    (10)
  38. #define WEAPON_DILDO2                   (11)
  39. #define WEAPON_VIBRATOR                 (12)
  40. #define WEAPON_VIBRATOR2                (13)
  41. #define WEAPON_FLOWER                   (14)
  42. #define WEAPON_CANE                     (15)
  43. #define WEAPON_GRENADE                  (16)
  44. #define WEAPON_TEARGAS                  (17)
  45. #define WEAPON_MOLTOV                   (18)
  46. #define WEAPON_COLT45                   (22)
  47. #define WEAPON_SILENCED                 (23)
  48. #define WEAPON_DEAGLE                   (24)
  49. #define WEAPON_SHOTGUN                  (25)
  50. #define WEAPON_SAWEDOFF                 (26)
  51. #define WEAPON_SHOTGSPA                 (27)
  52. #define WEAPON_UZI                      (28)
  53. #define WEAPON_MP5                      (29)
  54. #define WEAPON_AK47                     (30)
  55. #define WEAPON_M4                       (31)
  56. #define WEAPON_TEC9                     (32)
  57. #define WEAPON_RIFLE                    (33)
  58. #define WEAPON_SNIPER                   (34)
  59. #define WEAPON_ROCKETLAUNCHER           (35)
  60. #define WEAPON_HEATSEEKER               (36)
  61. #define WEAPON_FLAMETHROWER             (37)
  62. #define WEAPON_MINIGUN                  (38)
  63. #define WEAPON_SATCHEL                  (39)
  64. #define WEAPON_BOMB                     (40)
  65. #define WEAPON_SPRAYCAN                 (41)
  66. #define WEAPON_FIREEXTINGUISHER         (42)
  67. #define WEAPON_CAMERA                   (43)
  68. #define WEAPON_PARACHUTE                (46)
  69. #define WEAPON_VEHICLE                  (49)
  70. #define WEAPON_DROWN                    (53)
  71. #define WEAPON_COLLISION                (54)
  72. #define KEY_ACTION              (1)
  73. #define KEY_CROUCH              (2)
  74. #define KEY_FIRE                (4)
  75. #define KEY_SPRINT              (8)
  76. #define KEY_SECONDARY_ATTACK    (16)
  77. #define KEY_JUMP                (32)
  78. #define KEY_LOOK_RIGHT          (64)
  79. #define KEY_HANDBRAKE           (128)
  80. #define KEY_LOOK_LEFT           (256)
  81. #define KEY_SUBMISSION          (512)
  82. #define KEY_LOOK_BEHIND         (512)
  83. #define KEY_WALK                (1024)
  84. #define KEY_ANALOG_UP           (2048)
  85. #define KEY_ANALOG_DOWN         (4096)
  86. #define KEY_ANALOG_RIGHT        (16384)
  87. #define KEY_ANALOG_LEFT         (8192)
  88. #define KEY_UP                  (-128)
  89. #define KEY_DOWN                (128)
  90. #define KEY_LEFT                (-128)
  91. #define KEY_RIGHT               (128)
  92. //||=====================<Funktionen>=======================||
  93. native print(const string[]);
  94. native printf(const format[], {Float,_}:...);
  95. native format(output[], len, const format[], {Float,_}:...);
  96. native SetTimer(funcname[], interval, repeating);
  97. native KillTimer(timerid);
  98. native GetTickCount();
  99. native Float:asin(Float:value);
  100. native Float:acos(Float:value);
  101. native Float:atan(Float:value);
  102. native Float:atan2(Float:x, Float:y);
  103. native SendChat(msg[]);
  104. native SendCommand(commandtext[]);
  105. native GetPlayerState(playerid);
  106. native GetPlayerPos(playerid, &Float:x, &Float:y, &Float:z);
  107. native GetPlayerVehicleID(playerid);
  108. native GetPlayerArmedWeapon(playerid);
  109. native GetPlayerHealth(playerid);
  110. native GetPlayerArmour(playerid);
  111. native GetPlayerSpecialAction(playerid);
  112. native IsPlayerStreamedIn(playerid);
  113. native IsVehicleStreamedIn(vehicleid);
  114. native GetPlayerKeys(playerid, &keys, &updown, &leftright);
  115. native GetPlayerFacingAngle(playerid, &Float:ang);
  116. native GetMyPos(&Float:x, &Float:y, &Float:z);
  117. native SetMyPos(Float:x, Float:y, Float:z);
  118. native GetMyFacingAngle(&Float:ang);
  119. native SetMyFacingAngle(Float:ang);
  120. native GetDistanceFromMeToPoint(Float:X, Float:Y, Float:Z, &Float:Distance);
  121. native IsPlayerInRangeOfPoint(playerid, Float:range, Float:X, Float:Y, Float:Z);
  122. native GetPlayerName(playerid, const name[], len);
  123. native IsPlayerConnected(playerid);
  124. native StartRecordingPlayback(playbacktype, recordname[]);
  125. native StopRecordingPlayback();
  126. native PauseRecordingPlayback();
  127. native ResumeRecordingPlayback();
  128. //||======================<Callbacks>=======================||
  129. forward OnNPCModeInit();
  130. forward OnNPCModeExit();
  131. forward OnNPCConnect(myplayerid);
  132. forward OnNPCDisconnect(reason[]);
  133. forward OnNPCSpawn();
  134. forward OnNPCEnterVehicle(vehicleid, seatid);
  135. forward OnNPCExitVehicle();
  136. forward OnClientMessage(color, text[]);
  137. forward OnPlayerDeath(playerid);
  138. forward OnPlayerText(playerid, text[]);
  139. forward OnPlayerStreamIn(playerid);
  140. forward OnPlayerStreamOut(playerid);
  141. forward OnVehicleStreamIn(vehicleid);
  142. forward OnVehicleStreamOut(vehicleid);
  143. forward OnRecordingPlaybackEnd();
  144.  
  145. //||========================================================||
  146. //||                     A_OBJECTS.INC                      ||
  147. //||=====================<Funktionen>=======================||
  148. native CreateObject(modelid, Float:X, Float:Y, Float:Z, Float:rX, Float:rY, Float:rZ, Float:DrawDistance = 0.0);
  149. native AttachObjectToVehicle(objectid, vehicleid, Float:fOffsetX, Float:fOffsetY, Float:fOffsetZ, Float:fRotX, Float:fRotY, Float:RotZ);
  150. native SetObjectPos(objectid, Float:X, Float:Y, Float:Z);
  151. native GetObjectPos(objectid, &Float:X, &Float:Y, &Float:Z);
  152. native SetObjectRot(objectid, Float:RotX, Float:RotY, Float:RotZ);
  153. native GetObjectRot(objectid, &Float:RotX, &Float:RotY, &Float:RotZ);
  154. native IsValidObject(objectid);
  155. native DestroyObject(objectid);
  156. native MoveObject(objectid, Float:X, Float:Y, Float:Z, Float:Speed);
  157. native StopObject(objectid);
  158. native CreatePlayerObject(playerid, modelid, Float:X, Float:Y, Float:Z, Float:rX, Float:rY, Float:rZ, Float:DrawDistance = 0.0);
  159. native SetPlayerObjectPos(playerid, objectid, Float:X, Float:Y, Float:Z);
  160. native GetPlayerObjectPos(playerid, objectid, &Float:X, &Float:Y, &Float:Z);
  161. native SetPlayerObjectRot(playerid, objectid, Float:RotX, Float:RotY, Float:RotZ);
  162. native GetPlayerObjectRot(playerid, objectid, &Float:RotX, &Float:RotY, &Float:RotZ);
  163. native IsValidPlayerObject(playerid, objectid);
  164. native DestroyPlayerObject(playerid, objectid);
  165. native MovePlayerObject(playerid, objectid, Float:X, Float:Y, Float:Z, Float:Speed);
  166. native StopPlayerObject(playerid, objectid);
  167. native AttachObjectToPlayer(objectid, playerid, Float:OffsetX, Float:OffsetY, Float:OffsetZ, Float:rX, Float:rY, Float:rZ);
  168. native AttachPlayerObjectToPlayer(objectplayer, objectid, attachplayer, Float:OffsetX, Float:OffsetY, Float:OffsetZ, Float:rX, Float:rY, Float:rZ);
  169.  
  170. //||========================================================||
  171. //||                     A_PLAYERS.INC                      ||
  172. //||======================<Define's>========================||
  173. #define SPECIAL_ACTION_NONE             0
  174. #define SPECIAL_ACTION_DUCK             1
  175. #define SPECIAL_ACTION_USEJETPACK       2
  176. #define SPECIAL_ACTION_ENTER_VEHICLE    3
  177. #define SPECIAL_ACTION_EXIT_VEHICLE     4
  178. #define SPECIAL_ACTION_DANCE1           5
  179. #define SPECIAL_ACTION_DANCE2           6
  180. #define SPECIAL_ACTION_DANCE3           7
  181. #define SPECIAL_ACTION_DANCE4           8
  182. #define SPECIAL_ACTION_HANDSUP          10
  183. #define SPECIAL_ACTION_USECELLPHONE     11
  184. #define SPECIAL_ACTION_SITTING          12
  185. #define SPECIAL_ACTION_STOPUSECELLPHONE 13
  186. #define SPECIAL_ACTION_DRINK_BEER       20
  187. #define SPECIAL_ACTION_SMOKE_CIGGY      21
  188. #define SPECIAL_ACTION_DRINK_WINE       22
  189. #define SPECIAL_ACTION_DRINK_SPRUNK     23
  190. #define FIGHT_STYLE_NORMAL              4
  191. #define FIGHT_STYLE_BOXING              5
  192. #define FIGHT_STYLE_KUNGFU              6
  193. #define FIGHT_STYLE_KNEEHEAD            7
  194. #define FIGHT_STYLE_GRABKICK            15
  195. #define FIGHT_STYLE_ELBOW               16
  196. #define WEAPONSKILL_PISTOL              0
  197. #define WEAPONSKILL_PISTOL_SILENCED     1
  198. #define WEAPONSKILL_DESERT_EAGLE        2
  199. #define WEAPONSKILL_SHOTGUN             3
  200. #define WEAPONSKILL_SAWNOFF_SHOTGUN     4
  201. #define WEAPONSKILL_SPAS12_SHOTGUN      5
  202. #define WEAPONSKILL_MICRO_UZI           6
  203. #define WEAPONSKILL_MP5                 7
  204. #define WEAPONSKILL_AK47                8
  205. #define WEAPONSKILL_M4                  9
  206. #define WEAPONSKILL_SNIPERRIFLE         10
  207. #define WEAPONSTATE_UNKNOWN             -1
  208. #define WEAPONSTATE_NO_BULLETS          0
  209. #define WEAPONSTATE_LAST_BULLET         1
  210. #define WEAPONSTATE_MORE_BULLETS        2
  211. #define WEAPONSTATE_RELOADING           3
  212. #define MAX_PLAYER_ATTACHED_OBJECTS 5 // This is the number of attached indexes available ie 5 = 0-4
  213. #define PLAYER_VARTYPE_NONE         0
  214. #define PLAYER_VARTYPE_INT          1
  215. #define PLAYER_VARTYPE_STRING       2
  216. #define PLAYER_VARTYPE_FLOAT        3
  217. #define MAX_CHATBUBBLE_LENGTH 144
  218. #define MAPICON_LOCAL             0 // displays in the player's local are
  219. #define MAPICON_GLOBAL            1 // displays always
  220. #define MAPICON_LOCAL_CHECKPOINT  2 // displays in the player's local area and has a checkpoint marker
  221. #define MAPICON_GLOBAL_CHECKPOINT 3 // displays always and has a checkpoint marker
  222. #define SPECTATE_MODE_NORMAL    1
  223. #define SPECTATE_MODE_FIXED     2
  224. #define SPECTATE_MODE_SIDE      3
  225. #define PLAYER_RECORDING_TYPE_NONE      0
  226. #define PLAYER_RECORDING_TYPE_DRIVER    1
  227. #define PLAYER_RECORDING_TYPE_ONFOOT    2
  228. //||=====================<Funktionen>=======================||
  229. native SetSpawnInfo(playerid, team, skin, Float:x, Float:y, Float:z, Float:rotation, weapon1, weapon1_ammo, weapon2, weapon2_ammo, weapon3, weapon3_ammo);
  230. native SpawnPlayer(playerid);
  231. native SetPlayerPos(playerid, Float:x, Float:y, Float:z);
  232. native SetPlayerPosFindZ(playerid, Float:x, Float:y, Float:z);
  233. native GetPlayerPos(playerid, &Float:x, &Float:y, &Float:z);
  234. native SetPlayerFacingAngle(playerid,Float:ang);
  235. native GetPlayerFacingAngle(playerid,&Float:ang);
  236. native IsPlayerInRangeOfPoint(playerid, Float:range, Float:x, Float:y, Float:z);
  237. native IsPlayerStreamedIn(playerid, forplayerid);
  238. native SetPlayerInterior(playerid,interiorid);
  239. native GetPlayerInterior(playerid);
  240. native SetPlayerHealth(playerid, Float:health);
  241. native GetPlayerHealth(playerid, &Float:health);
  242. native SetPlayerArmour(playerid, Float:armour);
  243. native GetPlayerArmour(playerid, &Float:armour);
  244. native SetPlayerAmmo(playerid, weaponslot, ammo);
  245. native GetPlayerAmmo(playerid);
  246. native GetPlayerWeaponState(playerid);
  247. native SetPlayerTeam(playerid, teamid);
  248. native GetPlayerTeam(playerid);
  249. native SetPlayerScore(playerid,score);
  250. native GetPlayerScore(playerid);
  251. native GetPlayerDrunkLevel(playerid);
  252. native SetPlayerDrunkLevel(playerid, level);
  253. native SetPlayerColor(playerid,color);
  254. native GetPlayerColor(playerid);
  255. native SetPlayerSkin(playerid, skinid);
  256. native GetPlayerSkin(playerid);
  257. native GivePlayerWeapon(playerid, weaponid, ammo);
  258. native ResetPlayerWeapons(playerid);
  259. native SetPlayerArmedWeapon(playerid, weaponid);
  260. native GetPlayerWeaponData(playerid, slot, &weapons, &ammo);
  261. native GivePlayerMoney(playerid,money);
  262. native ResetPlayerMoney(playerid);
  263. native SetPlayerName(playerid, const name[]);
  264. native GetPlayerMoney(playerid);
  265. native GetPlayerState(playerid);
  266. native GetPlayerIp(playerid, name[], len);
  267. native GetPlayerPing(playerid);
  268. native GetPlayerWeapon(playerid);
  269. native GetPlayerKeys(playerid, &keys, &updown, &leftright);
  270. native GetPlayerName(playerid, const name[], len);
  271. native SetPlayerTime(playerid, hour, minute);
  272. native GetPlayerTime(playerid, &hour, &minute);
  273. native TogglePlayerClock(playerid, toggle);
  274. native SetPlayerWeather(playerid, weather);
  275. native ForceClassSelection(playerid);
  276. native SetPlayerWantedLevel(playerid, level);
  277. native GetPlayerWantedLevel(playerid);
  278. native SetPlayerFightingStyle(playerid, style);
  279. native GetPlayerFightingStyle(playerid);
  280. native SetPlayerVelocity(playerid, Float:X, Float:Y, Float:Z);
  281. native GetPlayerVelocity( playerid, &Float:X, &Float:Y, &Float:Z );
  282. native PlayCrimeReportForPlayer(playerid, suspectid, crime);
  283. native SetPlayerShopName(playerid, shopname[]);
  284. native SetPlayerSkillLevel(playerid, skill, level);
  285. native GetPlayerSurfingVehicleID(playerid);
  286. 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);
  287. native RemovePlayerAttachedObject(playerid, index);
  288. native IsPlayerAttachedObjectSlotUsed(playerid, index);
  289. native SetPVarInt(playerid, varname[], int_value);
  290. native GetPVarInt(playerid, varname[]);
  291. native SetPVarString(playerid, varname[], string_value[]);
  292. native GetPVarString(playerid, varname[], string_return[], len);
  293. native SetPVarFloat(playerid, varname[], Float:float_value);
  294. native Float:GetPVarFloat(playerid, varname[]);
  295. native DeletePVar(playerid, varname[]);
  296. native GetPVarsUpperIndex(playerid);
  297. native GetPVarNameAtIndex(playerid, index, ret_varname[], ret_len);
  298. native GetPVarType(playerid, varname[]);
  299. native SetPlayerChatBubble(playerid, text[], color, Float:drawdistance, expiretime);
  300. native PutPlayerInVehicle(playerid, vehicleid, seatid);
  301. native GetPlayerVehicleID(playerid);
  302. native GetPlayerVehicleSeat(playerid);
  303. native RemovePlayerFromVehicle(playerid);
  304. native TogglePlayerControllable(playerid, toggle);
  305. native PlayerPlaySound(playerid, soundid, Float:x, Float:y, Float:z);
  306. native ApplyAnimation(playerid, animlib[], animname[], Float:fDelta, loop, lockx, locky, freeze, time, forcesync = 0);
  307. native ClearAnimations(playerid, forcesync = 0);
  308. native GetPlayerAnimationIndex(playerid); // return the index of any running applied animations (0 if none are running)
  309. native GetAnimationName(index, animlib[], len1, animname[], len2); // get the animation lib/name for the index
  310. native GetPlayerSpecialAction(playerid);
  311. native SetPlayerSpecialAction(playerid,actionid);
  312. native SetPlayerCheckpoint(playerid, Float:x, Float:y, Float:z, Float:size);
  313. native DisablePlayerCheckpoint(playerid);
  314. native SetPlayerRaceCheckpoint(playerid, type, Float:x, Float:y, Float:z, Float:nextx, Float:nexty, Float:nextz, Float:size);
  315. native DisablePlayerRaceCheckpoint(playerid);
  316. native SetPlayerWorldBounds(playerid,Float:x_max,Float:x_min,Float:y_max,Float:y_min);
  317. native SetPlayerMarkerForPlayer(playerid, showplayerid, color);
  318. native ShowPlayerNameTagForPlayer(playerid, showplayerid, show);
  319. native SetPlayerMapIcon(playerid, iconid, Float:x, Float:y, Float:z, markertype, color, style = MAPICON_LOCAL);
  320. native RemovePlayerMapIcon(playerid, iconid);
  321. native AllowPlayerTeleport(playerid, allow);
  322. native SetPlayerCameraPos(playerid,Float:x, Float:y, Float:z);
  323. native SetPlayerCameraLookAt(playerid, Float:x, Float:y, Float:z);
  324. native SetCameraBehindPlayer(playerid);
  325. native GetPlayerCameraPos(playerid, &Float:x, &Float:y, &Float:z);
  326. native GetPlayerCameraFrontVector(playerid, &Float:x, &Float:y, &Float:z);
  327. native IsPlayerConnected(playerid);
  328. native IsPlayerInVehicle(playerid, vehicleid);
  329. native IsPlayerInAnyVehicle(playerid);
  330. native IsPlayerInCheckpoint(playerid);
  331. native IsPlayerInRaceCheckpoint(playerid);
  332. native SetPlayerVirtualWorld(playerid, worldid);
  333. native GetPlayerVirtualWorld(playerid);
  334. native EnableStuntBonusForPlayer(playerid, enable);
  335. native EnableStuntBonusForAll(enable);
  336. native TogglePlayerSpectating(playerid, toggle);
  337. native PlayerSpectatePlayer(playerid, targetplayerid, mode = SPECTATE_MODE_NORMAL);
  338. native PlayerSpectateVehicle(playerid, targetvehicleid, mode = SPECTATE_MODE_NORMAL);
  339. native StartRecordingPlayerData(playerid, recordtype, recordname[]);
  340. native StopRecordingPlayerData(playerid);
  341.  
  342. //||========================================================||
  343. //||                      A_SAMP.INC                        ||
  344. //||======================<Define's>========================||
  345. #define MAX_PLAYER_NAME                         (24)
  346. #define MAX_PLAYERS                             (500)
  347. #define MAX_VEHICLES                            (2000)
  348. #define INVALID_PLAYER_ID                       (0xFFFF)
  349. #define INVALID_VEHICLE_ID                      (0xFFFF)
  350. #define NO_TEAM                                 (255)
  351. #define MAX_OBJECTS                             (400)
  352. #define INVALID_OBJECT_ID                       (0xFFFF)
  353. #define MAX_GANG_ZONES                          (1024)
  354. #define MAX_TEXT_DRAWS                          (2048)
  355. #define MAX_MENUS                               (128)
  356. #define MAX_3DTEXT_GLOBAL                       (1024)
  357. #define MAX_3DTEXT_PLAYER                       (1024)
  358. #define MAX_PICKUPS                             (2048)
  359. #define INVALID_MENU                            (0xFF)
  360. #define INVALID_TEXT_DRAW                       (0xFFFF)
  361. #define INVALID_GANG_ZONE                       (-1)
  362. #define INVALID_3DTEXT_ID                       (0xFFFF)
  363. #define DIALOG_STYLE_MSGBOX     0
  364. #define DIALOG_STYLE_INPUT      1
  365. #define DIALOG_STYLE_LIST       2
  366. #define PLAYER_STATE_NONE                       (0)
  367. #define PLAYER_STATE_ONFOOT                     (1)
  368. #define PLAYER_STATE_DRIVER                     (2)
  369. #define PLAYER_STATE_PASSENGER                  (3)
  370. #define PLAYER_STATE_EXIT_VEHICLE               (4) // (used internally)
  371. #define PLAYER_STATE_ENTER_VEHICLE_DRIVER       (5) // (used internally)
  372. #define PLAYER_STATE_ENTER_VEHICLE_PASSENGER    (6) // (used internally)
  373. #define PLAYER_STATE_WASTED                     (7)
  374. #define PLAYER_STATE_SPAWNED                    (8)
  375. #define PLAYER_STATE_SPECTATING                 (9)
  376. #define PLAYER_MARKERS_MODE_OFF         (0)
  377. #define PLAYER_MARKERS_MODE_GLOBAL      (1)
  378. #define PLAYER_MARKERS_MODE_STREAMED    (2)
  379. #define WEAPON_BRASSKNUCKLE             (1)
  380. #define WEAPON_GOLFCLUB                 (2)
  381. #define WEAPON_NITESTICK                (3)
  382. #define WEAPON_KNIFE                    (4)
  383. #define WEAPON_BAT                      (5)
  384. #define WEAPON_SHOVEL                   (6)
  385. #define WEAPON_POOLSTICK                (7)
  386. #define WEAPON_KATANA                   (8)
  387. #define WEAPON_CHAINSAW                 (9)
  388. #define WEAPON_DILDO                    (10)
  389. #define WEAPON_DILDO2                   (11)
  390. #define WEAPON_VIBRATOR                 (12)
  391. #define WEAPON_VIBRATOR2                (13)
  392. #define WEAPON_FLOWER                   (14)
  393. #define WEAPON_CANE                     (15)
  394. #define WEAPON_GRENADE                  (16)
  395. #define WEAPON_TEARGAS                  (17)
  396. #define WEAPON_MOLTOV                   (18)
  397. #define WEAPON_COLT45                   (22)
  398. #define WEAPON_SILENCED                 (23)
  399. #define WEAPON_DEAGLE                   (24)
  400. #define WEAPON_SHOTGUN                  (25)
  401. #define WEAPON_SAWEDOFF                 (26)
  402. #define WEAPON_SHOTGSPA                 (27)
  403. #define WEAPON_UZI                      (28)
  404. #define WEAPON_MP5                      (29)
  405. #define WEAPON_AK47                     (30)
  406. #define WEAPON_M4                       (31)
  407. #define WEAPON_TEC9                     (32)
  408. #define WEAPON_RIFLE                    (33)
  409. #define WEAPON_SNIPER                   (34)
  410. #define WEAPON_ROCKETLAUNCHER           (35)
  411. #define WEAPON_HEATSEEKER               (36)
  412. #define WEAPON_FLAMETHROWER             (37)
  413. #define WEAPON_MINIGUN                  (38)
  414. #define WEAPON_SATCHEL                  (39)
  415. #define WEAPON_BOMB                     (40)
  416. #define WEAPON_SPRAYCAN                 (41)
  417. #define WEAPON_FIREEXTINGUISHER         (42)
  418. #define WEAPON_CAMERA                   (43)
  419. #define WEAPON_PARACHUTE                (46)
  420. #define WEAPON_VEHICLE                  (49)
  421. #define WEAPON_DROWN                    (53)
  422. #define WEAPON_COLLISION                (54)
  423. #define KEY_ACTION              (1)
  424. #define KEY_CROUCH              (2)
  425. #define KEY_FIRE                (4)
  426. #define KEY_SPRINT              (8)
  427. #define KEY_SECONDARY_ATTACK    (16)
  428. #define KEY_JUMP                (32)
  429. #define KEY_LOOK_RIGHT          (64)
  430. #define KEY_HANDBRAKE           (128)
  431. #define KEY_LOOK_LEFT           (256)
  432. #define KEY_SUBMISSION          (512)
  433. #define KEY_LOOK_BEHIND         (512)
  434. #define KEY_WALK                (1024)
  435. #define KEY_ANALOG_UP           (2048)
  436. #define KEY_ANALOG_DOWN         (4096)
  437. #define KEY_ANALOG_LEFT         (8192)
  438. #define KEY_ANALOG_RIGHT        (16384)
  439. #define KEY_UP                  (-128)
  440. #define KEY_DOWN                (128)
  441. #define KEY_LEFT                (-128)
  442. #define KEY_RIGHT               (128)
  443. #define CLICK_SOURCE_SCOREBOARD     0
  444. //||=====================<Funktionen>=======================||
  445. native print(const string[]);
  446. native printf(const format[], {Float,_}:...);
  447. native format(output[], len, const format[], {Float,_}:...);
  448. native SendClientMessage(playerid, color, const message[]);
  449. native SendClientMessageToAll(color, const message[]);
  450. native SendPlayerMessageToPlayer(playerid, senderid, const message[]);
  451. native SendPlayerMessageToAll(senderid, const message[]);
  452. native SendDeathMessage(killer,killee,weapon);
  453. native GameTextForAll(const string[],time,style);
  454. native GameTextForPlayer(playerid,const string[],time,style);
  455. native SetTimer(funcname[], interval, repeating);
  456. native SetTimerEx(funcname[], interval, repeating, const format[], {Float,_}:...);
  457. native KillTimer(timerid);
  458. native GetTickCount();
  459. native GetMaxPlayers();
  460. native CallRemoteFunction(const function[], const format[], {Float,_}:...);
  461. native CallLocalFunction(const function[], const format[], {Float,_}:...);
  462. native Float:asin(Float:value);
  463. native Float:acos(Float:value);
  464. native Float:atan(Float:value);
  465. native Float:atan2(Float:x, Float:y);
  466. native SetGameModeText(const string[]);
  467. native SetTeamCount(count);
  468. native AddPlayerClass(modelid, Float:spawn_x, Float:spawn_y, Float:spawn_z, Float:z_angle, weapon1, weapon1_ammo, weapon2, weapon2_ammo, weapon3, weapon3_ammo);
  469. 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);
  470. native AddStaticVehicle(modelid, Float:spawn_x, Float:spawn_y, Float:spawn_z, Float:z_angle, color1, color2);
  471. native AddStaticVehicleEx(modelid, Float:spawn_x, Float:spawn_y, Float:spawn_z, Float:z_angle, color1, color2, respawn_delay);
  472. native AddStaticPickup(model, type, Float:X, Float:Y, Float:Z, virtualworld = 0);
  473. native CreatePickup(model, type, Float:X, Float:Y, Float:Z, virtualworld = 0);
  474. native DestroyPickup(pickup);
  475. native ShowNameTags(show);
  476. native ShowPlayerMarkers(mode);
  477. native GameModeExit();
  478. native SetWorldTime(hour);
  479. native GetWeaponName(weaponid, const weapon[], len);
  480. native EnableTirePopping(enable);
  481. native AllowInteriorWeapons(allow);
  482. native SetWeather(weatherid);
  483. native SetGravity(Float:gravity);
  484. native AllowAdminTeleport(allow);
  485. native SetDeathDropAmount(amount);
  486. native CreateExplosion(Float:X, Float:Y, Float:Z, type, Float:Radius);
  487. native EnableZoneNames(enable);
  488. native UsePlayerPedAnims();     // Will cause the players to use CJ running/walking animations
  489. native DisableInteriorEnterExits();  // will disable all interior enter/exits in the game.
  490. native SetNameTagDrawDistance(Float:distance); // Distance at which nametags will start rendering on the client.
  491. native DisableNameTagLOS(); // Disables the nametag Line-Of-Sight checking
  492. native LimitGlobalChatRadius(Float:chat_radius);
  493. native LimitPlayerMarkerRadius(Float:marker_radius);
  494. native ConnectNPC(name[], script[]);
  495. native IsPlayerNPC(playerid);
  496. native IsPlayerAdmin(playerid);
  497. native Kick(playerid);
  498. native Ban(playerid);
  499. native BanEx(playerid, const reason[]);
  500. native SendRconCommand(command[]);
  501. native GetServerVarAsString(const varname[], buffer[], len);
  502. native GetServerVarAsInt(const varname[]);
  503. native GetServerVarAsBool(const varname[]);
  504. native Menu:CreateMenu(const title[], columns, Float:x, Float:y, Float:col1width, Float:col2width = 0.0);
  505. native DestroyMenu(Menu:menuid);
  506. native AddMenuItem(Menu:menuid, column, const menutext[]);
  507. native SetMenuColumnHeader(Menu:menuid, column, const columnheader[]);
  508. native ShowMenuForPlayer(Menu:menuid, playerid);
  509. native HideMenuForPlayer(Menu:menuid, playerid);
  510. native IsValidMenu(Menu:menuid);
  511. native DisableMenu(Menu:menuid);
  512. native DisableMenuRow(Menu:menuid, row);
  513. native Menu:GetPlayerMenu(playerid);
  514. native Text:TextDrawCreate(Float:x, Float:y, text[]);
  515. native TextDrawDestroy(Text:text);
  516. native TextDrawLetterSize(Text:text, Float:x, Float:y);
  517. native TextDrawTextSize(Text:text, Float:x, Float:y);
  518. native TextDrawAlignment(Text:text, alignment);
  519. native TextDrawColor(Text:text, color);
  520. native TextDrawUseBox(Text:text, use);
  521. native TextDrawBoxColor(Text:text, color);
  522. native TextDrawSetShadow(Text:text, size);
  523. native TextDrawSetOutline(Text:text, size);
  524. native TextDrawBackgroundColor(Text:text, color);
  525. native TextDrawFont(Text:text, font);
  526. native TextDrawSetProportional(Text:text, set);
  527. native TextDrawShowForPlayer(playerid, Text:text);
  528. native TextDrawHideForPlayer(playerid, Text:text);
  529. native TextDrawShowForAll(Text:text);
  530. native TextDrawHideForAll(Text:text);
  531. native TextDrawSetString(Text:text, string[]);
  532. native GangZoneCreate(Float:minx, Float:miny, Float:maxx, Float:maxy);
  533. native GangZoneDestroy(zone);
  534. native GangZoneShowForPlayer(playerid, zone, color);
  535. native GangZoneShowForAll(zone, color);
  536. native GangZoneHideForPlayer(playerid, zone);
  537. native GangZoneHideForAll(zone);
  538. native GangZoneFlashForPlayer(playerid, zone, flashcolor);
  539. native GangZoneFlashForAll(zone, flashcolor);
  540. native GangZoneStopFlashForPlayer(playerid, zone);
  541. native GangZoneStopFlashForAll(zone);
  542. native Text3D:Create3DTextLabel(text[], color, Float:X, Float:Y, Float:Z, Float:DrawDistance, virtualworld, testLOS=0);
  543. native Delete3DTextLabel(Text3D:id);
  544. native Attach3DTextLabelToPlayer(Text3D:id, playerid, Float:OffsetX, Float:OffsetY, Float:OffsetZ);
  545. native Attach3DTextLabelToVehicle(Text3D:id, vehicleid, Float:OffsetX, Float:OffsetY, Float:OffsetZ);
  546. native Update3DTextLabelText(Text3D:id, color, text[]);
  547. native PlayerText3D:CreatePlayer3DTextLabel(playerid, text[], color, Float:X, Float:Y, Float:Z, Float:DrawDistance, attachedplayer=INVALID_PLAYER_ID, attachedvehicle=INVALID_VEHICLE_ID, testLOS=0);
  548. native DeletePlayer3DTextLabel(playerid, PlayerText3D:id);
  549. native UpdatePlayer3DTextLabelText(playerid, PlayerText3D:id, color, text[]);
  550. native ShowPlayerDialog(playerid, dialogid, style, caption[], info[], button1[], button2[]);
  551. //||======================<Callbacks>=======================||
  552. forward OnGameModeInit();
  553. forward OnGameModeExit();
  554. forward OnFilterScriptInit();
  555. forward OnFilterScriptExit();
  556. forward OnPlayerConnect(playerid);
  557. forward OnPlayerDisconnect(playerid, reason);
  558. forward OnPlayerSpawn(playerid);
  559. forward OnPlayerDeath(playerid, killerid, reason);
  560. forward OnVehicleSpawn(vehicleid);
  561. forward OnVehicleDeath(vehicleid, killerid);
  562. forward OnPlayerText(playerid, text[]);
  563. forward OnPlayerCommandText(playerid, cmdtext[]);
  564. forward OnPlayerRequestClass(playerid, classid);
  565. forward OnPlayerEnterVehicle(playerid, vehicleid, ispassenger);
  566. forward OnPlayerExitVehicle(playerid, vehicleid);
  567. forward OnPlayerStateChange(playerid, newstate, oldstate);
  568. forward OnPlayerEnterCheckpoint(playerid);
  569. forward OnPlayerLeaveCheckpoint(playerid);
  570. forward OnPlayerEnterRaceCheckpoint(playerid);
  571. forward OnPlayerLeaveRaceCheckpoint(playerid);
  572. forward OnRconCommand(cmd[]);
  573. forward OnPlayerRequestSpawn(playerid);
  574. forward OnObjectMoved(objectid);
  575. forward OnPlayerObjectMoved(playerid, objectid);
  576. forward OnPlayerPickUpPickup(playerid, pickupid);
  577. forward OnVehicleMod(playerid, vehicleid, componentid);
  578. forward OnEnterExitModShop(playerid, enterexit, interiorid);
  579. forward OnVehiclePaintjob(playerid, vehicleid, paintjobid);
  580. forward OnVehicleRespray(playerid, vehicleid, color1, color2);
  581. forward OnVehicleDamageStatusUpdate(vehicleid, playerid);
  582. forward OnPlayerSelectedMenuRow(playerid, row);
  583. forward OnPlayerExitedMenu(playerid);
  584. forward OnPlayerInteriorChange(playerid, newinteriorid, oldinteriorid);
  585. forward OnPlayerKeyStateChange(playerid, newkeys, oldkeys);
  586. forward OnRconLoginAttempt( ip[], password[], success );
  587. forward OnPlayerUpdate(playerid);
  588. forward OnPlayerStreamIn(playerid, forplayerid);
  589. forward OnPlayerStreamOut(playerid, forplayerid);
  590. forward OnVehicleStreamIn(vehicleid, forplayerid);
  591. forward OnVehicleStreamOut(vehicleid, forplayerid);
  592. forward OnDialogResponse(playerid, dialogid, response, listitem, inputtext[]);
  593. forward OnPlayerClickPlayer(playerid, clickedplayerid, source);
  594.  
  595. //||========================================================||
  596. //||                     A_SAMPDB.INC                       ||
  597. //||=====================<Funktionen>=======================||
  598. native DB:db_open(name[]);
  599. native db_close(DB:db);
  600. native DBResult:db_query(DB:db,query[]);
  601. native db_free_result(DBResult:dbresult);
  602. native db_num_rows(DBResult:dbresult);
  603. native db_next_row(DBResult:dbresult);
  604. native db_num_fields(DBResult:dbresult);
  605. native db_field_name(DBResult:dbresult, field, result[], maxlength);
  606. native db_get_field(DBResult:dbresult, field, result[], maxlength);
  607. native db_get_field_assoc(DBResult:dbresult, const field[], result[], maxlength);
  608.  
  609. //||========================================================||
  610. //||                    A_VEHICLES.INC                      ||
  611. //||======================<Define's>========================||
  612. #define CARMODTYPE_SPOILER      0
  613. #define CARMODTYPE_HOOD         1
  614. #define CARMODTYPE_ROOF         2
  615. #define CARMODTYPE_SIDESKIRT    3
  616. #define CARMODTYPE_LAMPS        4
  617. #define CARMODTYPE_NITRO        5
  618. #define CARMODTYPE_EXHAUST      6
  619. #define CARMODTYPE_WHEELS       7
  620. #define CARMODTYPE_STEREO       8
  621. #define CARMODTYPE_HYDRAULICS   9
  622. #define CARMODTYPE_FRONT_BUMPER 10
  623. #define CARMODTYPE_REAR_BUMPER  11
  624. #define CARMODTYPE_VENT_RIGHT   12
  625. #define CARMODTYPE_VENT_LEFT    13
  626. #define VEHICLE_PARAMS_UNSET    -1
  627. #define VEHICLE_PARAMS_OFF      0
  628. #define VEHICLE_PARAMS_ON       1
  629. //||=====================<Funktionen>=======================||
  630. native CreateVehicle(vehicletype, Float:x, Float:y, Float:z, Float:rotation, color1, color2, respawn_delay);
  631. native DestroyVehicle(vehicleid);
  632. native IsVehicleStreamedIn(vehicleid, forplayerid);
  633. native GetVehiclePos(vehicleid, &Float:x, &Float:y, &Float:z);
  634. native SetVehiclePos(vehicleid, Float:x, Float:y, Float:z);
  635. native GetVehicleZAngle(vehicleid, &Float:z_angle);
  636. native GetVehicleRotationQuat(vehicleid, &Float:w, &Float:x, &Float:y, &Float:z);
  637. native SetVehicleZAngle(vehicleid, Float:z_angle);
  638. native SetVehicleParamsForPlayer(vehicleid,playerid,objective,doorslocked);
  639. native ManualVehicleEngineAndLights();
  640. native SetVehicleParamsEx(vehicleid, engine, lights, alarm, doors, bonnet, boot, objective);
  641. native GetVehicleParamsEx(vehicleid, &engine, &lights, &alarm, &doors, &bonnet, &boot, &objective);
  642. native SetVehicleToRespawn(vehicleid);
  643. native LinkVehicleToInterior(vehicleid, interiorid);
  644. native AddVehicleComponent(vehicleid, componentid);
  645. native RemoveVehicleComponent(vehicleid, componentid);
  646. native ChangeVehicleColor(vehicleid, color1, color2);
  647. native ChangeVehiclePaintjob(vehicleid, paintjobid);
  648. native SetVehicleHealth(vehicleid, Float:health);
  649. native GetVehicleHealth(vehicleid, &Float:health);
  650. native AttachTrailerToVehicle(trailerid, vehicleid);
  651. native DetachTrailerFromVehicle(vehicleid);
  652. native IsTrailerAttachedToVehicle(vehicleid);
  653. native GetVehicleTrailer(vehicleid);
  654. native SetVehicleNumberPlate(vehicleid, numberplate[]);
  655. native GetVehicleModel(vehicleid);
  656. native GetVehicleComponentInSlot(vehicleid, slot); // There is 1 slot for each CARMODTYPE_*
  657. native GetVehicleComponentType(component); // Find CARMODTYPE_* for component id
  658. native RepairVehicle(vehicleid); // Repairs the damage model and resets the health
  659. native GetVehicleVelocity(vehicleid, &Float:X, &Float:Y, &Float:Z);
  660. native SetVehicleVelocity(vehicleid, Float:X, Float:Y, Float:Z);
  661. native SetVehicleAngularVelocity(vehicleid, Float:X, Float:Y, Float:Z);
  662. native GetVehicleDamageStatus(vehicleid, &panels, &doors, &lights, &tires);
  663. native UpdateVehicleDamageStatus(vehicleid, panels, doors, lights, tires);
  664. native SetVehicleVirtualWorld(vehicleid, worldid);
  665. native GetVehicleVirtualWorld(vehicleid);
  666.  
  667. //||========================================================||
  668. //||                       CORE.INC                         ||
  669. //||=====================<Funktionen>=======================||
  670. native heapspace();
  671. native funcidx(const name[]);
  672. native numargs();
  673. native getarg(arg, index=0);
  674. native setarg(arg, index=0, value);
  675. native tolower(c);
  676. native toupper(c);
  677. native swapchars(c);
  678. native random(max);
  679. native min(value1, value2);
  680. native max(value1, value2);
  681. native clamp(value, min=cellmin, max=cellmax);
  682. native getproperty(id=0, const name[]="", value=cellmin, string[]="");
  683. native setproperty(id=0, const name[]="", value=cellmin, const string[]="");
  684. native deleteproperty(id=0, const name[]="", value=cellmin);
  685. native existproperty(id=0, const name[]="", value=cellmin);
  686.  
  687. //||========================================================||
  688. //||                     DATAGRAM.INC                       ||
  689. //||=====================<Funktionen>=======================||
  690. native sendstring(const message[], const destination[]="");
  691. native sendpacket(const packet[], size, const destination[]="");
  692. native listenport(port);
  693. //||======================<Callbacks>=======================||
  694. forward @receivestring(const message[], const source[]);
  695. forward @receivepacket(const packet[], size, const source[]);
  696.  
  697. //||========================================================||
  698. //||                       FILE.INC                         ||
  699. //||=====================<Funktionen>=======================||
  700. native File:fopen(const name[], filemode: mode = io_readwrite);
  701. native bool:fclose(File: handle);
  702. native File:ftemp();
  703. native bool:fremove(const name[]);
  704. native fwrite(File: handle, const string[]);
  705. native fread(File: handle, string[], size = sizeof string, bool: pack = false);
  706. native bool:fputchar(File: handle, value, bool: utf8 = true);
  707. native fgetchar(File: handle, value, bool: utf8 = true);
  708. native fblockwrite(File: handle, const buffer[], size = sizeof buffer);
  709. native fblockread(File: handle, buffer[], size = sizeof buffer);
  710. native fseek(File: handle, position = 0, seek_whence: whence = seek_start);
  711. native flength(File: handle);
  712. native fexist(const pattern[]);
  713. native bool:fmatch(name[], const pattern[], index = 0, size = sizeof name);
  714.  
  715. //||========================================================||
  716. //||                      FLOAT.INC                         ||
  717. //||=====================<Funktionen>=======================||
  718. native Float:float(value);
  719. native Float:floatstr(const string[]);
  720. native Float:floatmul(Float:oper1, Float:oper2);
  721. native Float:floatdiv(Float:dividend, Float:divisor);
  722. native Float:floatadd(Float:oper1, Float:oper2);
  723. native Float:floatsub(Float:oper1, Float:oper2);
  724. native Float:floatfract(Float:value);
  725. native floatround(Float:value, floatround_method:method=floatround_round);
  726. native floatcmp(Float:oper1, Float:oper2);
  727. native Float:floatsqroot(Float:value);
  728. native Float:floatpower(Float:value, Float:exponent);
  729. native Float:floatlog(Float:value, Float:base=10.0);
  730. native Float:floatsin(Float:value, anglemode:mode=radian);
  731. native Float:floatcos(Float:value, anglemode:mode=radian);
  732. native Float:floattan(Float:value, anglemode:mode=radian);
  733. native Float:floatabs(Float:value);
  734.  
  735. //||========================================================||
  736. //||                      STRING.INC                        ||
  737. //||=====================<Funktionen>=======================||
  738. native strlen(const string[]);
  739. native strpack(dest[], const source[], maxlength=sizeof dest);
  740. native strunpack(dest[], const source[], maxlength=sizeof dest);
  741. native strcat(dest[], const source[], maxlength=sizeof dest);
  742. native strmid(dest[], const source[], start, end, maxlength=sizeof dest);
  743. native bool: strins(string[], const substr[], pos, maxlength=sizeof string);
  744. native bool: strdel(string[], start, end);
  745. native strcmp(const string1[], const string2[], bool:ignorecase=false, length=cellmax);
  746. native strfind(const string[], const sub[], bool:ignorecase=false, pos=0);
  747. native strval(const string[]);
  748. native valstr(dest[], value, bool:pack=false);
  749. native bool: ispacked(const string[]);
  750. native uudecode(dest[], const source[], maxlength=sizeof dest);
  751. native uuencode(dest[], const source[], numbytes, maxlength=sizeof dest);
  752. native memcpy(dest[], const source[], index=0, numbytes, maxlength=sizeof dest);
  753.  
  754. //||========================================================||
  755. //||                       TIME.INC                         ||
  756. //||=====================<Funktionen>=======================||
  757. native gettime(&hour=0, &minute=0, &second=0);
  758. native getdate(&year=0, &month=0, &day=0);
  759. native tickcount(&granularity=0);
  760.  
  761. //||========================================================||
  762. //||                     A_PLAYERS.INC                      ||
  763. //||======================<Define's>========================||
  764. #define HTTP_GET                        1
  765. #define HTTP_POST                       2
  766. #define HTTP_HEAD                       3
  767. #define HTTP_ERROR_BAD_HOST             1
  768. #define HTTP_ERROR_NO_SOCKET            2
  769. #define HTTP_ERROR_CANT_CONNECT         3
  770. #define HTTP_ERROR_CANT_WRITE           4
  771. #define HTTP_ERROR_CONTENT_TOO_BIG      5
  772. #define HTTP_ERROR_MALFORMED_RESPONSE   6
  773. //||=====================<Funktionen>=======================||
  774. native HTTP(index, type, url[], data[], callback[]);
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