Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- /*
- file:
- ScriptClasses.h
- desc:
- Header file for ScriptClasses.cpp
- */
- #ifndef SCRIPTCLASSES_H
- #define SCRIPTCLASSES_H
- // Includes
- #include "GameScripting.h"
- #include "MissionHook.h"
- //Class definitions
- class ScriptScript
- {
- public:
- ScriptScript();
- ~ScriptScript();
- bool ModelAvailable(DWORD dwModel);
- void CreateThread(int StartIP);
- void TerminateThread();
- void NameThread(char ThreadName[8]);
- void Wait(int msTime);
- };
- class ScriptGame
- {
- public:
- ScriptGame();
- ~ScriptGame();
- bool Fading();
- void Fade(int Time, int InOut);
- void SetMaxWantedLevel(int MaxLevel);
- void SetWastedBustedCheck(bool Check);
- void SetCurrentTime(int Hours, int Minutes);
- void RefreshScreen(float fX, float fY);
- void SetCamera(float fX, float fY, float fZ);
- void SetWeather(int Weather);
- void SelectInterior(int Interior);
- void PlayMusic(int iMusic);
- void TextStyledOneNumber(char Text[8], int iNumber, int iTime, int iStyle);
- void TextStyled(char Text[8], int iTime, int iStyle);
- void TextNow(char Text[8], int iTime, int iStyle);
- void SetWidescreen(bool bWidescreen);
- void SetCameraBehindPlayer();
- void SetCameraOnVehicle(DWORD* pdwVehicle);
- void PointCamera(float fX, float fY, float fZ, int iType);
- void RestoreCameraJumpcut();
- void SetCameraPosition(float fX1, float fY1, float fZ1, float fX2, float fY2, float fZ2);
- void SetWastedSpawnPosition(float fX, float fY, float fZ, float fZAngle);
- void SetBustedSpawnPosition(float fX, float fY, float fZ, float fZAngle);
- };
- class ScriptPlayer
- {
- private:
- DWORD m_dwChar;
- DWORD m_dwActor;
- public:
- ScriptPlayer(float fX, float fY, float fZ);
- ~ScriptPlayer();
- DWORD* GetChar();
- DWORD* GetActor();
- bool NearPoint(float fX, float fY, float fZ, float fRX, float fRY, float fRZ, bool bSphere);
- bool NearPointOnFoot(float fX, float fY, float fZ, float fRX, float fRY, float fRZ, bool bSphere);
- void SetSkin(char Model[8]);
- void Freeze(bool bFrozen);
- void ClearWantedLevel();
- void SetWantedLevel(int iLevel);
- void SetHealth(int iHealth);
- void SetZAngle(float fAngle);
- void GiveWeapon(SCRIPT_MISSION* m_pMission, DWORD dwIDWeapon, DWORD dwWeapon, DWORD dwAmmo);
- void GiveMoney(int iMoney);
- };
- class ScriptActor
- {
- private:
- DWORD m_dwActor;
- SCRIPT_MISSION* m_pMission;
- bool m_bKeepOnDestroy;
- bool m_bSpawned;
- public:
- ScriptActor(SCRIPT_MISSION* pMission, bool bKeepOnDestroy = true);
- ~ScriptActor();
- DWORD* GetActor();
- bool Dead();
- bool NearPoint(float fX, float fY, float fZ, float fRX, float fRY, float fRZ, bool bSphere);
- void Spawn(int iPedType, DWORD dwModel, float fX, float fY, float fZ);
- void SpawnInPassengerSeat(DWORD* pdwVehicle, int iPedType, DWORD dwModel, int iSeat);
- void SpawnInDriverSeat(DWORD* pdwVehicle, int iPedType, DWORD dwModel);
- void GiveWeapon(DWORD dwIDWeapon, DWORD dwWeapon, DWORD dwAmmo);
- void ResetFlags();
- void SetPedStats(DWORD dwPedStats);
- void SetWander(bool bWander);
- void TieToPlayer(DWORD* pdwPlayer);
- void LeaveVehicle();
- void KillActor(DWORD* pdwActor);
- void KillPlayer(DWORD* pdwPlayer);
- };
- class ScriptSpecialActor
- {
- private:
- SCRIPT_MISSION* m_pMission;
- ScriptActor* m_pActor;
- int m_iSlot;
- public:
- ScriptSpecialActor(SCRIPT_MISSION* pMission, int iSlot, char Model[8]);
- ~ScriptSpecialActor();
- DWORD* GetActor();
- bool Dead();
- bool NearPoint(float fX, float fY, float fZ, float fRX, float fRY, float fRZ, bool bSphere);
- void Spawn(int iPedType, float fX, float fY, float fZ);
- void SpawnInPassengerSeat(DWORD* pdwVehicle, int iPedType, int iSeat);
- void SpawnInDriverSeat(DWORD* pdwVehicle, int iPedType);
- void TieToPlayer(DWORD* pdwPlayer);
- void LeaveVehicle();
- void SetWander(bool bWander);
- };
- class ScriptVehicle
- {
- private:
- DWORD m_dwVehicle;
- SCRIPT_MISSION* m_pMission;
- bool m_bKeepOnDestroy;
- public:
- ScriptVehicle(SCRIPT_MISSION* pMission, DWORD dwModel, float fX, float fY, float fZ, bool bKeepOnDestroy = true);
- ~ScriptVehicle();
- DWORD* GetVehicle();
- int GetHealth();
- bool NearPoint(float fX, float fY, float fZ, float fRX, float fRY, float fRZ, bool bSphere);
- void SetColour(int iPrimary, int iSecondary);
- void SetZAngle(float fAngle);
- void GetRelativeCoordinates(float fX, float fY, float fZ, float* pfX, float* pfY, float* pfZ);
- void DriveToOnRoad(float fX, float fY, float fZ);
- void SetMaxSpeed(float fSpeed);
- void IgnoreTraffic(int iFlag);
- void SetImmuneToNonplayer(bool bImmune);
- void SetDoorStatus(int iStatus);
- void SetSiren(bool bSiren);
- void SetBehaviour(int iBehaviour);
- };
- class ScriptMarker
- {
- private:
- DWORD m_dwMarker;
- bool m_bCreated;
- public:
- ScriptMarker();
- ~ScriptMarker();
- void TieToActor(DWORD* pdwActor, int iSize, int iType);
- void TieToVehicle(DWORD* pdwVehicle, int iSize, int iType);
- void SphereAndIcon(float x, float y, float z, int iIcon);
- void ShowOnRadar(int iSize);
- void SetColor(int iColour);
- };
- class ScriptPickUp
- {
- private:
- DWORD m_dwPickUp;
- SCRIPT_MISSION* m_pMission;
- bool m_bCreated;
- bool m_bKeepForeever;
- public:
- ScriptPickUp(SCRIPT_MISSION* pMission);
- ~ScriptPickUp();
- void CreatePickUp(DWORD dwModel, int iType, float fx, float fy, float fz);
- void CreateWeaponPickUp(DWORD dwIDWeapon, DWORD dwWeapon, int iType,DWORD dwAmmo, float fx, float fy, float fz);
- bool IsPickedUp();
- void Keep(bool bKeepForever); //Use for only Weapons
- };
- #endif
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement