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#if !defined PAWNRAKNET_INC_

    #define PAWNRAKNET_INC_

    #if !defined PACK_PLUGIN_VERSION

        #define PACK_PLUGIN_VERSION(%0,%1,%2) (((%0) << 16) | ((%1) << 8) | (%2))

    #endif

    #define PAWNRAKNET_VERSION PACK_PLUGIN_VERSION(1, 6, 0)

    #define PAWNRAKNET_INCLUDE_VERSION PAWNRAKNET_VERSION

    #define PR_MAX_HANDLERS 256
    enum PR_EventType
    {

        PR_INCOMING_PACKET,

        PR_INCOMING_RPC,

        PR_OUTGOING_PACKET,

        PR_OUTGOING_RPC,

        PR_INCOMING_CUSTOM_RPC,

        PR_NUMBER_OF_EVENT_TYPES,
        PR_OUTCOMING_PACKET = PR_OUTGOING_PACKET,
        PR_OUTCOMING_RPC = PR_OUTGOING_RPC,
    };
    enum PR_ValueType
    {

        PR_INT8,

        PR_INT16,

        PR_INT32,

        PR_UINT8,

        PR_UINT16,

        PR_UINT32,

        PR_FLOAT,

        PR_BOOL,

        PR_STRING,

        PR_CINT8,

        PR_CINT16,

        PR_CINT32,

        PR_CUINT8,

        PR_CUINT16,

        PR_CUINT32,

        PR_CFLOAT,

        PR_CBOOL,

        PR_CSTRING,

        PR_BITS,

        PR_FLOAT3,

        PR_FLOAT4,

        PR_VECTOR,

        PR_NORM_QUAT,

        PR_STRING8,

        PR_STRING32,

        PR_IGNORE_BITS,
    };
    enum PR_PacketPriority
    {

        PR_SYSTEM_PRIORITY,

        PR_HIGH_PRIORITY,

        PR_MEDIUM_PRIORITY,

        PR_LOW_PRIORITY,
    };
    enum PR_PacketReliability
    {
        PR_UNRELIABLE = 6,

        PR_UNRELIABLE_SEQUENCED,

        PR_RELIABLE,

        PR_RELIABLE_ORDERED,

        PR_RELIABLE_SEQUENCED,
    };

    #if !defined __cplusplus
        public _pawnraknet_version = PAWNRAKNET_VERSION;

        #pragma unused _pawnraknet_version
        public bool:_pawnraknet_is_gamemode = !defined FILTERSCRIPT;

        #pragma unused _pawnraknet_is_gamemode

        #define PR_BITS_TO_BYTES(%0) (((%0)+7)>>3)

        #define PR_BYTES_TO_BITS(%0) ((%0)<<3)

        #define PR_Handler<%0,%1>:%2(%3) \
        forward pr_r%1_%2(); \
        public pr_r%1_%2() PR_RegHandler(%2,"pr_"#%1"_"#%2,%0); \
        forward pr_%1_%2(%3); \
        public pr_%1_%2(%3)

        #define IPacket:%0(%1) PR_Handler<PR_INCOMING_PACKET,ip>:%0(%1)

        #define IRPC:%0(%1) PR_Handler<PR_INCOMING_RPC,ir>:%0(%1)

        #define OPacket:%0(%1) PR_Handler<PR_OUTGOING_PACKET,op>:%0(%1)

        #define ORPC:%0(%1) PR_Handler<PR_OUTGOING_RPC,or>:%0(%1)

        #define ICustomRPC:%0(%1) PR_Handler<PR_INCOMING_CUSTOM_RPC,icr>:%0(%1)

        #define IncomingPacket IPacket

        #define IncomingRPC IRPC

        #define OutgoingPacket OPacket

        #define OutgoingRPC ORPC

        #define IncomingCustomRPC ICustomRPC

        #define OutcomingPacket OutgoingPacket

        #define OutcomingRPC OutgoingRPC

        #define PR_MAX_WEAPON_SLOTS 13
        enum PR_OnFootSync
        {

            PR_lrKey,

            PR_udKey,

            PR_keys,
            Float:PR_position[3],
            Float:PR_quaternion[4],

            PR_health,

            PR_armour,

            PR_weaponId,

            PR_additionalKey,

            PR_specialAction,
            Float:PR_velocity[3],
            Float:PR_surfingOffsets[3],

            PR_surfingVehicleId,

            PR_animationId,

            PR_animationFlags,
        };
        enum PR_InCarSync
        {

            PR_vehicleId,

            PR_lrKey,

            PR_udKey,

            PR_keys,
            Float:PR_quaternion[4],
            Float:PR_position[3],
            Float:PR_velocity[3],
            Float:PR_vehicleHealth,

            PR_playerHealth,

            PR_armour,

            PR_weaponId,

            PR_additionalKey,

            PR_sirenState,

            PR_landingGearState,

            PR_trailerId,
            Float:PR_trainSpeed,
        };
        enum PR_TrailerSync
        {

            PR_trailerId,
            Float:PR_position[3],
            Float:PR_quaternion[4],
            Float:PR_velocity[3],
            Float:PR_angularVelocity[3],
        };
        enum PR_PassengerSync
        {

            PR_vehicleId,

            PR_seatId,

            PR_driveBy,

            PR_weaponId,

            PR_additionalKey,

            PR_playerHealth,

            PR_playerArmour,

            PR_lrKey,

            PR_udKey,

            PR_keys,
            Float:PR_position[3],
        };
        enum PR_UnoccupiedSync
        {

            PR_vehicleId,

            PR_seatId,
            Float:PR_roll[3],
            Float:PR_direction[3],
            Float:PR_position[3],
            Float:PR_velocity[3],
            Float:PR_angularVelocity[3],
            Float:PR_vehicleHealth,
        };
        enum PR_AimSync
        {

            PR_camMode,
            Float:PR_camFrontVec[3],
            Float:PR_camPos[3],
            Float:PR_aimZ,

            PR_camZoom,

            PR_weaponState,

            PR_aspectRatio,
        };
        enum PR_BulletSync
        {

            PR_hitType,

            PR_hitId,
            Float:PR_origin[3],
            Float:PR_hitPos[3],
            Float:PR_offsets[3],

            PR_weaponId,
        };
        enum PR_SpectatingSync
        {

            PR_lrKey,

            PR_udKey,

            PR_keys,
            Float:PR_position[3],
        };
        enum PR_MarkersSync
        {

            PR_numberOfPlayers,
            PR_playerIsActive[MAX_PLAYERS],
            PR_playerPositionX[MAX_PLAYERS],
            PR_playerPositionY[MAX_PLAYERS],
            PR_playerPositionZ[MAX_PLAYERS],
            PR_playerIsParticipant[MAX_PLAYERS],
        };
        enum PR_WeaponsUpdate
        {

            PR_targetId,

            PR_targetActorId,
            PR_slotWeaponId[PR_MAX_WEAPON_SLOTS],
            PR_slotWeaponAmmo[PR_MAX_WEAPON_SLOTS],
            PR_slotUpdated[PR_MAX_WEAPON_SLOTS],
        };
        enum PR_StatsUpdate
        {

            PR_money,

            PR_drunkLevel,
        };
        enum PR_RconCommand
        {
            PR_command[256],
        };
        native PR_Init();
        native PR_SendPacket(BitStream:bs, playerid, PR_PacketPriority:priority = PR_HIGH_PRIORITY, PR_PacketReliability:reliability = PR_RELIABLE_ORDERED, orderingchannel = 0);
        native PR_SendRPC(BitStream:bs, playerid, rpcid, PR_PacketPriority:priority = PR_HIGH_PRIORITY, PR_PacketReliability:reliability = PR_RELIABLE_ORDERED, orderingchannel = 0);

        #pragma deprecated Use PR_SendPacket instead
        native BS_Send(BitStream:bs, playerid, PR_PacketPriority:priority = PR_HIGH_PRIORITY, PR_PacketReliability:reliability = PR_RELIABLE_ORDERED, orderingchannel = 0) = PR_SendPacket;

        #pragma deprecated Use PR_SendRPC instead
        native BS_RPC(BitStream:bs, playerid, rpcid, PR_PacketPriority:priority = PR_HIGH_PRIORITY, PR_PacketReliability:reliability = PR_RELIABLE_ORDERED, orderingchannel = 0) = PR_SendRPC;
        native PR_EmulateIncomingPacket(BitStream:bs, playerid);
        native PR_EmulateIncomingRPC(BitStream:bs, playerid, rpcid);

        #pragma deprecated Use PR_EmulateIncomingPacket instead
        native BS_EmulateIncomingPacket(BitStream:bs, playerid) = PR_EmulateIncomingPacket;

        #pragma deprecated Use PR_EmulateIncomingRPC instead
        native BS_EmulateIncomingRPC(BitStream:bs, playerid, rpcid) = PR_EmulateIncomingRPC;
        native BitStream:BS_New();
        native BitStream:BS_NewCopy(BitStream:bs);
        native BS_Delete(&BitStream:bs);
        native BS_Reset(BitStream:bs);
        native BS_ResetReadPointer(BitStream:bs);
        native BS_ResetWritePointer(BitStream:bs);
        native BS_IgnoreBits(BitStream:bs, number_of_bits);
        native BS_SetWriteOffset(BitStream:bs, offset);
        native BS_GetWriteOffset(BitStream:bs, &offset);
        native BS_SetReadOffset(BitStream:bs, offset);
        native BS_GetReadOffset(BitStream:bs, &offset);
        native BS_GetNumberOfBitsUsed(BitStream:bs, &number);
        native BS_GetNumberOfBytesUsed(BitStream:bs, &number);
        native BS_GetNumberOfUnreadBits(BitStream:bs, &number);
        native BS_GetNumberOfBitsAllocated(BitStream:bs, &number);
        native BS_WriteValue(BitStream:bs, {PR_ValueType, Float, _}:...);
        native BS_ReadValue(BitStream:bs, {PR_ValueType, Float, _}:...);
        native PR_RegHandler(eventid, const publicname[], PR_EventType:type);

        #define BS_ReadInt8(%0,%1) BS_ReadValue(%0,PR_INT8,%1)

        #define BS_ReadInt16(%0,%1) BS_ReadValue(%0,PR_INT16,%1)

        #define BS_ReadInt32(%0,%1) BS_ReadValue(%0,PR_INT32,%1)

        #define BS_ReadUint8(%0,%1) BS_ReadValue(%0,PR_UINT8,%1)

        #define BS_ReadUint16(%0,%1) BS_ReadValue(%0,PR_UINT16,%1)

        #define BS_ReadUint32(%0,%1) BS_ReadValue(%0,PR_UINT32,%1)

        #define BS_ReadFloat(%0,%1) BS_ReadValue(%0,PR_FLOAT,%1)

        #define BS_ReadBool(%0,%1) BS_ReadValue(%0,PR_BOOL,%1)

        #define BS_ReadString(%0,%1,%2) BS_ReadValue(%0,PR_STRING,%1,%2)

        #define BS_ReadCompressedInt8(%0,%1) BS_ReadValue(%0,PR_CINT8,%1)

        #define BS_ReadCompressedInt16(%0,%1) BS_ReadValue(%0,PR_CINT16,%1)

        #define BS_ReadCompressedInt32(%0,%1) BS_ReadValue(%0,PR_CINT32,%1)

        #define BS_ReadCompressedUint8(%0,%1) BS_ReadValue(%0,PR_CUINT8,%1)

        #define BS_ReadCompressedUint16(%0,%1) BS_ReadValue(%0,PR_CUINT16,%1)

        #define BS_ReadCompressedUint32(%0,%1) BS_ReadValue(%0,PR_CUINT32,%1)

        #define BS_ReadCompressedFloat(%0,%1) BS_ReadValue(%0,PR_CFLOAT,%1)

        #define BS_ReadCompressedBool(%0,%1) BS_ReadValue(%0,PR_CBOOL,%1)

        #define BS_ReadCompressedString(%0,%1,%2) BS_ReadValue(%0,PR_CSTRING,%1,%2)

        #define BS_ReadBits(%0,%1,%2) BS_ReadValue(%0,PR_BITS,%1,%2)

        #define BS_ReadFloat3(%0,%1) BS_ReadValue(%0,PR_FLOAT3,%1)

        #define BS_ReadFloat4(%0,%1) BS_ReadValue(%0,PR_FLOAT4,%1)

        #define BS_ReadVector(%0,%1) BS_ReadValue(%0,PR_VECTOR,%1)

        #define BS_ReadNormQuat(%0,%1) BS_ReadValue(%0,PR_NORM_QUAT,%1)

        #define BS_ReadString8(%0,%1) BS_ReadValue(%0,PR_STRING8,%1,sizeof(%1))

        #define BS_ReadString32(%0,%1) BS_ReadValue(%0,PR_STRING32,%1,sizeof(%1))

        #define BS_WriteInt8(%0,%1) BS_WriteValue(%0,PR_INT8,%1)

        #define BS_WriteInt16(%0,%1) BS_WriteValue(%0,PR_INT16,%1)

        #define BS_WriteInt32(%0,%1) BS_WriteValue(%0,PR_INT32,%1)

        #define BS_WriteUint8(%0,%1) BS_WriteValue(%0,PR_UINT8,%1)

        #define BS_WriteUint16(%0,%1) BS_WriteValue(%0,PR_UINT16,%1)

        #define BS_WriteUint32(%0,%1) BS_WriteValue(%0,PR_UINT32,%1)

        #define BS_WriteFloat(%0,%1) BS_WriteValue(%0,PR_FLOAT,%1)

        #define BS_WriteBool(%0,%1) BS_WriteValue(%0,PR_BOOL,%1)

        #define BS_WriteString(%0,%1) BS_WriteValue(%0,PR_STRING,%1)

        #define BS_WriteCompressedInt8(%0,%1) BS_WriteValue(%0,PR_CINT8,%1)

        #define BS_WriteCompressedInt16(%0,%1) BS_WriteValue(%0,PR_CINT16,%1)

        #define BS_WriteCompressedInt32(%0,%1) BS_WriteValue(%0,PR_CINT32,%1)

        #define BS_WriteCompressedUint8(%0,%1) BS_WriteValue(%0,PR_CUINT8,%1)

        #define BS_WriteCompressedUint16(%0,%1) BS_WriteValue(%0,PR_CUINT16,%1)

        #define BS_WriteCompressedUint32(%0,%1) BS_WriteValue(%0,PR_CUINT32,%1)

        #define BS_WriteCompressedFloat(%0,%1) BS_WriteValue(%0,PR_CFLOAT,%1)

        #define BS_WriteCompressedBool(%0,%1) BS_WriteValue(%0,PR_CBOOL,%1)

        #define BS_WriteCompressedString(%0,%1) BS_WriteValue(%0,PR_CSTRING,%1)

        #define BS_WriteBits(%0,%1,%2) BS_WriteValue(%0,PR_BITS,%1,%2)

        #define BS_WriteFloat3(%0,%1) BS_WriteValue(%0,PR_FLOAT3,%1)

        #define BS_WriteFloat4(%0,%1) BS_WriteValue(%0,PR_FLOAT4,%1)

        #define BS_WriteVector(%0,%1) BS_WriteValue(%0,PR_VECTOR,%1)

        #define BS_WriteNormQuat(%0,%1) BS_WriteValue(%0,PR_NORM_QUAT,%1)

        #define BS_WriteString8(%0,%1) BS_WriteValue(%0,PR_STRING8,%1)

        #define BS_WriteString32(%0,%1) BS_WriteValue(%0,PR_STRING32,%1)

        #define PR_EXPAND_ARR3(%0) %0[0],%0[1],%0[2]

        #define PR_EXPAND_ARR4(%0) %0[0],%0[1],%0[2],%0[3]
        stock BS_PackAspectRatio(Float:value)
        {
            return floatround((value - 1.0) * 255.0);
        }
        stock Float:BS_UnpackAspectRatio(value)
        {
            return float(value) / 255.0 + 1.0;
        }
        stock BS_PackCameraZoom(Float:value)
        {
            return floatround(((value - 35.0) / 35.0) * 63.0);
        }
        stock Float:BS_UnpackCameraZoom(value)
        {
            return (float(value) / 63.0) * 35.0 + 35.0;
        }
        stock BS_PackHealthArmour(health, armour, &healthArmour)
        {
            if (health > 0 && health < 100) {
                healthArmour = (health / 7) << 4;
            } else if (health >= 100) {
                healthArmour = 0xF0;
            } else {
                healthArmour = 0;
            }
            if (armour > 0 && armour < 100) {
                healthArmour |= (armour / 7);
            } else if (armour >= 100) {
                healthArmour |= 0xF;
            }
        }
        stock BS_UnpackHealthArmour(healthArmour, &health, &armour)
        {
            health = healthArmour >> 4;
            if (health == 0xF) {
                health = 100;
            } else {
                health *= 7;
            }
            armour = healthArmour & 0xF;
            if (armour == 0xF) {
                armour = 100;
            } else {
                armour *= 7;
            }
        }
        stock BS_ReadOnFootSync(BitStream:bs, data[PR_OnFootSync], outgoing = false)
        {
            if (outgoing) {
                new hasLeftRight, hasUpDown, hasSurfInfo, hasAnimation, healthArmour;
                BS_ReadValue(bs, PR_BOOL, hasLeftRight);
                if (hasLeftRight) {
                    BS_ReadValue(bs, PR_UINT16, data[PR_lrKey]);
                } else {
                    data[PR_lrKey] = 0;
                }
                BS_ReadValue(bs, PR_BOOL, hasUpDown);
                if (hasUpDown) {
                    BS_ReadValue(bs, PR_UINT16, data[PR_udKey]);
                } else {
                    data[PR_udKey] = 0;
                }
                BS_ReadValue(

                    bs,

                    PR_UINT16, data[PR_keys],

                    PR_FLOAT3, data[PR_position],

                    PR_NORM_QUAT, data[PR_quaternion],

                    PR_UINT8, healthArmour,

                    PR_UINT8, data[PR_weaponId],

                    PR_UINT8, data[PR_specialAction],

                    PR_VECTOR, data[PR_velocity],

                    PR_BOOL, hasSurfInfo
                );
                BS_UnpackHealthArmour(healthArmour, data[PR_health], data[PR_armour]);
                if (hasSurfInfo) {
                    BS_ReadValue(

                        bs,

                        PR_UINT16, data[PR_surfingVehicleId],

                        PR_FLOAT3, data[PR_surfingOffsets]
                    );
                } else {
                    data[PR_surfingVehicleId] = 0;
                }
                BS_ReadValue(bs, PR_BOOL, hasAnimation);
                if (hasAnimation) {
                    BS_ReadValue(

                        bs,

                        PR_INT16, data[PR_animationId],

                        PR_INT16, data[PR_animationFlags]
                    );
                } else {
                    data[PR_animationId] = 0;
                    data[PR_animationFlags] = 0;
                }
            } else {
                BS_ReadValue(

                    bs,

                    PR_UINT16, data[PR_lrKey],

                    PR_UINT16, data[PR_udKey],

                    PR_UINT16, data[PR_keys],

                    PR_FLOAT3, data[PR_position],

                    PR_FLOAT4, data[PR_quaternion],

                    PR_UINT8, data[PR_health],

                    PR_UINT8, data[PR_armour],

                    PR_BITS, data[PR_additionalKey], 2,

                    PR_BITS, data[PR_weaponId], 6,

                    PR_UINT8, data[PR_specialAction],

                    PR_FLOAT3, data[PR_velocity],

                    PR_FLOAT3, data[PR_surfingOffsets],

                    PR_UINT16, data[PR_surfingVehicleId],

                    PR_INT16, data[PR_animationId],

                    PR_INT16, data[PR_animationFlags]
                );
            }
        }
        stock BS_ReadInCarSync(BitStream:bs, data[PR_InCarSync], outgoing = false)
        {
            if (outgoing) {
                new vehicleHealth, healthArmour;
                BS_ReadValue(

                    bs,

                    PR_UINT16, data[PR_vehicleId],

                    PR_UINT16, data[PR_lrKey],

                    PR_UINT16, data[PR_udKey],

                    PR_UINT16, data[PR_keys],

                    PR_NORM_QUAT, data[PR_quaternion],

                    PR_FLOAT3, data[PR_position],

                    PR_VECTOR, data[PR_velocity],

                    PR_UINT16, vehicleHealth,

                    PR_UINT8, healthArmour,

                    PR_UINT8, data[PR_weaponId],

                    PR_BOOL, data[PR_sirenState],

                    PR_BOOL, data[PR_landingGearState]
                );
                data[PR_vehicleHealth] = float(vehicleHealth);
                BS_UnpackHealthArmour(healthArmour, data[PR_playerHealth], data[PR_armour]);
                new hasTrainSpeed, hasTrailer;
                BS_ReadValue(bs, PR_BOOL, hasTrainSpeed);
                if (hasTrainSpeed) {
                    BS_ReadValue(bs, PR_FLOAT, data[PR_trainSpeed]);
                } else {
                    data[PR_trainSpeed] = 0.0;
                }
                BS_ReadValue(bs, PR_BOOL, hasTrailer);
                if (hasTrailer) {
                    BS_ReadValue(bs, PR_UINT16, data[PR_trailerId]);
                } else {
                    data[PR_trailerId] = 0;
                }
            } else {
                BS_ReadValue(

                    bs,

                    PR_UINT16, data[PR_vehicleId],

                    PR_UINT16, data[PR_lrKey],

                    PR_UINT16, data[PR_udKey],

                    PR_UINT16, data[PR_keys],

                    PR_FLOAT4, data[PR_quaternion],

                    PR_FLOAT3, data[PR_position],

                    PR_FLOAT3, data[PR_velocity],

                    PR_FLOAT, data[PR_vehicleHealth],

                    PR_UINT8, data[PR_playerHealth],

                    PR_UINT8, data[PR_armour],

                    PR_BITS, data[PR_additionalKey], 2,

                    PR_BITS, data[PR_weaponId], 6,

                    PR_UINT8, data[PR_sirenState],

                    PR_UINT8, data[PR_landingGearState],

                    PR_UINT16, data[PR_trailerId],

                    PR_FLOAT, data[PR_trainSpeed]
                );
            }
        }
        stock BS_ReadTrailerSync(BitStream:bs, data[PR_TrailerSync])
        {
            BS_ReadValue(

                bs,

                PR_UINT16, data[PR_trailerId],

                PR_FLOAT3, data[PR_position],

                PR_FLOAT4, data[PR_quaternion],

                PR_FLOAT3, data[PR_velocity],

                PR_FLOAT3, data[PR_angularVelocity]
            );
        }
        stock BS_ReadPassengerSync(BitStream:bs, data[PR_PassengerSync])
        {
            BS_ReadValue(

                bs,

                PR_UINT16, data[PR_vehicleId],

                PR_BITS, data[PR_driveBy], 2,

                PR_BITS, data[PR_seatId], 6,

                PR_BITS, data[PR_additionalKey], 2,

                PR_BITS, data[PR_weaponId], 6,

                PR_UINT8, data[PR_playerHealth],

                PR_UINT8, data[PR_playerArmour],

                PR_UINT16, data[PR_lrKey],

                PR_UINT16, data[PR_udKey],

                PR_UINT16, data[PR_keys],

                PR_FLOAT3, data[PR_position]
            );
        }
        stock BS_ReadUnoccupiedSync(BitStream:bs, data[PR_UnoccupiedSync])
        {
            BS_ReadValue(

                bs,

                PR_UINT16, data[PR_vehicleId],

                PR_UINT8, data[PR_seatId],

                PR_FLOAT3, data[PR_roll],

                PR_FLOAT3, data[PR_direction],

                PR_FLOAT3, data[PR_position],

                PR_FLOAT3, data[PR_velocity],

                PR_FLOAT3, data[PR_angularVelocity],

                PR_FLOAT, data[PR_vehicleHealth]
            );
        }
        stock BS_ReadAimSync(BitStream:bs, data[PR_AimSync])
        {
            BS_ReadValue(

                bs,

                PR_UINT8, data[PR_camMode],

                PR_FLOAT3, data[PR_camFrontVec],

                PR_FLOAT3, data[PR_camPos],

                PR_FLOAT, data[PR_aimZ],

                PR_BITS, data[PR_weaponState], 2,

                PR_BITS, data[PR_camZoom], 6,

                PR_UINT8, data[PR_aspectRatio]
            );
        }
        stock BS_ReadBulletSync(BitStream:bs, data[PR_BulletSync])
        {
            BS_ReadValue(

                bs,

                PR_UINT8, data[PR_hitType],

                PR_UINT16, data[PR_hitId],

                PR_FLOAT3, data[PR_origin],

                PR_FLOAT3, data[PR_hitPos],

                PR_FLOAT3, data[PR_offsets],

                PR_UINT8, data[PR_weaponId]
            );
        }
        stock BS_ReadSpectatingSync(BitStream:bs, data[PR_SpectatingSync])
        {
            BS_ReadValue(

                bs,

                PR_UINT16, data[PR_lrKey],

                PR_UINT16, data[PR_udKey],

                PR_UINT16, data[PR_keys],

                PR_FLOAT3, data[PR_position]
            );
        }
        stock BS_ReadMarkersSync(BitStream:bs, data[PR_MarkersSync])
        {
            new numberOfPlayers, playerId, isActive;
            BS_ReadInt32(bs, numberOfPlayers);
            if (numberOfPlayers < 0 || numberOfPlayers > MAX_PLAYERS) {
                return;
            }
            data[PR_numberOfPlayers] = numberOfPlayers;
            for (new i; i < numberOfPlayers; i++) {
                playerId = isActive = 0;
                BS_ReadUint16(bs, playerId);
                if (playerId >= MAX_PLAYERS) {
                    return;
                }
                data[PR_playerIsParticipant][playerId] = true;
                BS_ReadCompressedBool(bs, isActive);
                if (isActive) {
                    data[PR_playerIsActive][playerId] = true;
                    BS_ReadValue(

                        bs,

                        PR_INT16, data[PR_playerPositionX][playerId],

                        PR_INT16, data[PR_playerPositionY][playerId],

                        PR_INT16, data[PR_playerPositionZ][playerId]
                    );
                }
            }
        }
        stock BS_ReadWeaponsUpdate(BitStream:bs, data[PR_WeaponsUpdate])
        {
            new numberOfBytes, numberOfSlots, slotId, weaponId, ammo;
            BS_GetNumberOfBytesUsed(bs, numberOfBytes);
            if (numberOfBytes > 5) {
                numberOfSlots = (numberOfBytes - 5) / 4;
            }
            BS_ReadValue(

                bs,

                PR_UINT16, data[PR_targetId],

                PR_UINT16, data[PR_targetActorId]
            );
            while (numberOfSlots--) {
                slotId = weaponId = ammo = 0;
                BS_ReadValue(

                    bs,

                    PR_UINT8, slotId,

                    PR_UINT8, weaponId,

                    PR_UINT16, ammo
                );
                if (slotId < PR_MAX_WEAPON_SLOTS) {
                    data[PR_slotWeaponId][slotId] = weaponId;
                    data[PR_slotWeaponAmmo][slotId] = ammo;
                    data[PR_slotUpdated][slotId] = true;
                }
            }
        }
        stock BS_ReadStatsUpdate(BitStream:bs, data[PR_StatsUpdate])
        {
            BS_ReadValue(

                bs,

                PR_INT32, data[PR_money],

                PR_INT32, data[PR_drunkLevel]
            );
        }
        stock BS_ReadRconCommand(BitStream:bs, data[PR_RconCommand])
        {
            BS_ReadValue(

                bs,

                PR_STRING32, data[PR_command], sizeof(data[PR_command])
            );
        }
        stock BS_WriteOnFootSync(BitStream:bs, data[PR_OnFootSync], outgoing = false)
        {
            if (outgoing) {
                new healthArmour;
                if (data[PR_lrKey]) {
                    BS_WriteValue(

                        bs,

                        PR_BOOL, true,

                        PR_UINT16, data[PR_lrKey]
                    );
                } else {
                    BS_WriteValue(bs, PR_BOOL, false);
                }
                if (data[PR_udKey]) {
                    BS_WriteValue(

                        bs,

                        PR_BOOL, true,

                        PR_UINT16, data[PR_udKey]
                    );
                } else {
                    BS_WriteValue(bs, PR_BOOL, false);
                }
                BS_PackHealthArmour(data[PR_health], data[PR_armour], healthArmour);
                BS_WriteValue(

                    bs,

                    PR_UINT16, data[PR_keys],

                    PR_FLOAT3, data[PR_position],

                    PR_NORM_QUAT, data[PR_quaternion],

                    PR_UINT8, healthArmour,

                    PR_UINT8, data[PR_weaponId],

                    PR_UINT8, data[PR_specialAction],

                    PR_VECTOR, data[PR_velocity]
                );
                if (data[PR_surfingVehicleId]) {
                    BS_WriteValue(

                        bs,

                        PR_BOOL, true,

                        PR_UINT16, data[PR_surfingVehicleId],

                        PR_FLOAT3, data[PR_surfingOffsets]
                    );
                } else {
                    BS_WriteValue(bs, PR_BOOL, false);
                }
                if (data[PR_animationId] || data[PR_animationFlags]) {
                    BS_WriteValue(

                        bs,

                        PR_BOOL, true,

                        PR_INT16, data[PR_animationId],

                        PR_INT16, data[PR_animationFlags]
                    );
                } else {
                    BS_WriteValue(bs, PR_BOOL, false);
                }
            } else {
                BS_WriteValue(

                    bs,

                    PR_UINT16, data[PR_lrKey],

                    PR_UINT16, data[PR_udKey],

                    PR_UINT16, data[PR_keys],

                    PR_FLOAT3, data[PR_position],

                    PR_FLOAT4, data[PR_quaternion],

                    PR_UINT8, data[PR_health],

                    PR_UINT8, data[PR_armour],

                    PR_BITS, data[PR_additionalKey], 2,

                    PR_BITS, data[PR_weaponId], 6,

                    PR_UINT8, data[PR_specialAction],

                    PR_FLOAT3, data[PR_velocity],

                    PR_FLOAT3, data[PR_surfingOffsets],

                    PR_UINT16, data[PR_surfingVehicleId],

                    PR_INT16, data[PR_animationId],

                    PR_INT16, data[PR_animationFlags]
                );
            }
        }
        stock BS_WriteInCarSync(BitStream:bs, data[PR_InCarSync], outgoing = false)
        {
            if (outgoing) {
                new healthArmour;
                BS_PackHealthArmour(data[PR_playerHealth], data[PR_armour], healthArmour);
                BS_WriteValue(

                    bs,

                    PR_UINT16, data[PR_vehicleId],

                    PR_UINT16, data[PR_lrKey],

                    PR_UINT16, data[PR_udKey],

                    PR_UINT16, data[PR_keys],

                    PR_NORM_QUAT, data[PR_quaternion],

                    PR_FLOAT3, data[PR_position],

                    PR_VECTOR, data[PR_velocity],

                    PR_UINT16, floatround(data[PR_vehicleHealth]),

                    PR_UINT8, healthArmour,

                    PR_UINT8, data[PR_weaponId],

                    PR_BOOL, data[PR_sirenState],

                    PR_BOOL, data[PR_landingGearState]
                );
                if (data[PR_trainSpeed]) {
                    BS_WriteValue(bs,

                        PR_BOOL, true,

                        PR_FLOAT, data[PR_trainSpeed]
                    );
                } else {
                    BS_WriteValue(bs, PR_BOOL, false);
                }
                if (data[PR_trailerId]) {
                    BS_WriteValue(bs,

                        PR_BOOL, true,

                        PR_UINT16, data[PR_trailerId]
                    );
                } else {
                    BS_WriteValue(bs, PR_BOOL, false);
                }
            } else {
                BS_WriteValue(

                    bs,

                    PR_UINT16, data[PR_vehicleId],

                    PR_UINT16, data[PR_lrKey],

                    PR_UINT16, data[PR_udKey],

                    PR_UINT16, data[PR_keys],

                    PR_FLOAT4, data[PR_quaternion],

                    PR_FLOAT3, data[PR_position],

                    PR_FLOAT3, data[PR_velocity],

                    PR_FLOAT, data[PR_vehicleHealth],

                    PR_UINT8, data[PR_playerHealth],

                    PR_UINT8, data[PR_armour],

                    PR_BITS, data[PR_additionalKey], 2,

                    PR_BITS, data[PR_weaponId], 6,

                    PR_UINT8, data[PR_sirenState],

                    PR_UINT8, data[PR_landingGearState],

                    PR_UINT16, data[PR_trailerId],

                    PR_FLOAT, data[PR_trainSpeed]
                );
            }
        }
        stock BS_WriteTrailerSync(BitStream:bs, data[PR_TrailerSync])
        {
            BS_WriteValue(

                bs,

                PR_UINT16, data[PR_trailerId],

                PR_FLOAT3, data[PR_position],

                PR_FLOAT4, data[PR_quaternion],

                PR_FLOAT3, data[PR_velocity],

                PR_FLOAT3, data[PR_angularVelocity]
            );
        }
        stock BS_WritePassengerSync(BitStream:bs, data[PR_PassengerSync])
        {
            BS_WriteValue(

                bs,

                PR_UINT16, data[PR_vehicleId],

                PR_BITS, data[PR_driveBy], 2,

                PR_BITS, data[PR_seatId], 6,

                PR_BITS, data[PR_additionalKey], 2,

                PR_BITS, data[PR_weaponId], 6,

                PR_UINT8, data[PR_playerHealth],

                PR_UINT8, data[PR_playerArmour],

                PR_UINT16, data[PR_lrKey],

                PR_UINT16, data[PR_udKey],

                PR_UINT16, data[PR_keys],

                PR_FLOAT3, data[PR_position]
            );
        }
        stock BS_WriteUnoccupiedSync(BitStream:bs, data[PR_UnoccupiedSync])
        {
            BS_WriteValue(

                bs,

                PR_UINT16, data[PR_vehicleId],

                PR_UINT8, data[PR_seatId],

                PR_FLOAT3, data[PR_roll],

                PR_FLOAT3, data[PR_direction],

                PR_FLOAT3, data[PR_position],

                PR_FLOAT3, data[PR_velocity],

                PR_FLOAT3, data[PR_angularVelocity],

                PR_FLOAT, data[PR_vehicleHealth]
            );
        }
        stock BS_WriteAimSync(BitStream:bs, data[PR_AimSync])
        {
            BS_WriteValue(

                bs,

                PR_UINT8, data[PR_camMode],

                PR_FLOAT3, data[PR_camFrontVec],

                PR_FLOAT3, data[PR_camPos],

                PR_FLOAT, data[PR_aimZ],

                PR_BITS, data[PR_weaponState], 2,

                PR_BITS, data[PR_camZoom], 6,

                PR_UINT8, data[PR_aspectRatio]
            );
        }
        stock BS_WriteBulletSync(BitStream:bs, data[PR_BulletSync])
        {
            BS_WriteValue(

                bs,

                PR_UINT8, data[PR_hitType],

                PR_UINT16, data[PR_hitId],

                PR_FLOAT3, data[PR_origin],

                PR_FLOAT3, data[PR_hitPos],

                PR_FLOAT3, data[PR_offsets],

                PR_UINT8, data[PR_weaponId]
            );
        }
        stock BS_WriteSpectatingSync(BitStream:bs, data[PR_SpectatingSync])
        {
            BS_WriteValue(

                bs,

                PR_UINT16, data[PR_lrKey],

                PR_UINT16, data[PR_udKey],

                PR_UINT16, data[PR_keys],

                PR_FLOAT3, data[PR_position]
            );
        }
        stock BS_WriteMarkersSync(BitStream:bs, data[PR_MarkersSync])
        {
            BS_WriteInt32(bs, data[PR_numberOfPlayers]);
            for (new i; i < MAX_PLAYERS; i++) {
                if (!data[PR_playerIsParticipant][i]) {
                    continue;
                }
                BS_WriteValue(

                    bs,

                    PR_UINT16, i,

                    PR_CBOOL, data[PR_playerIsActive][i]
                );
                if (data[PR_playerIsActive][i]) {
                    BS_WriteValue(

                        bs,

                        PR_INT16, data[PR_playerPositionX][i],

                        PR_INT16, data[PR_playerPositionY][i],

                        PR_INT16, data[PR_playerPositionZ][i]
                    );
                }
            }
        }
        stock BS_WriteWeaponsUpdate(BitStream:bs, data[PR_WeaponsUpdate])
        {
            BS_WriteValue(

                bs,

                PR_UINT16, data[PR_targetId],

                PR_UINT16, data[PR_targetActorId]
            );
            for (new slotId; slotId < PR_MAX_WEAPON_SLOTS; slotId++) {
                if (!data[PR_slotUpdated][slotId]) {
                    continue;
                }
                BS_WriteValue(

                    bs,

                    PR_UINT8, slotId,

                    PR_UINT8, data[PR_slotWeaponId][slotId],

                    PR_UINT16, data[PR_slotWeaponAmmo][slotId]
                );
            }
        }
        stock BS_WriteStatsUpdate(BitStream:bs, data[PR_StatsUpdate])
        {
            BS_WriteValue(

                bs,

                PR_INT32, data[PR_money],

                PR_INT32, data[PR_drunkLevel]
            );
        }
        stock BS_WriteRconCommand(BitStream:bs, data[PR_RconCommand])
        {
            BS_WriteValue(

                bs,

                PR_STRING32, data[PR_command]
            );
        }
        stock PR_SendPacketToPlayerStream(BitStream:bs, playerid, PR_PacketPriority:priority = PR_HIGH_PRIORITY, PR_PacketReliability:reliability = PR_RELIABLE_ORDERED, orderingchannel = 0)
        {

            #if defined foreach
            foreach (new i : Player) {

            #else
            for (new i = GetPlayerPoolSize(); i >= 0; i--) {

            #endif
                if (!IsPlayerStreamedIn(i, playerid)) {
                    continue;
                }
                PR_SendPacket(bs, i, priority, reliability, orderingchannel);
            }
        }
        stock PR_SendRPCToPlayerStream(BitStream:bs, playerid, rpcid, PR_PacketPriority:priority = PR_HIGH_PRIORITY, PR_PacketReliability:reliability = PR_RELIABLE_ORDERED, orderingchannel = 0)
        {

            #if defined foreach
            foreach (new i : Player) {

            #else
            for (new i = GetPlayerPoolSize(); i >= 0; i--) {

            #endif
                if (!IsPlayerStreamedIn(i, playerid)) {
                    continue;
                }
                PR_SendRPC(bs, i, rpcid, priority, reliability, orderingchannel);
            }
        }
        stock PR_SendPacketToVehicleStream(BitStream:bs, vehicleid, excludedplayerid = INVALID_PLAYER_ID, PR_PacketPriority:priority = PR_HIGH_PRIORITY, PR_PacketReliability:reliability = PR_RELIABLE_ORDERED, orderingchannel = 0)
        {

            #if defined foreach
            foreach (new i : Player) {

            #else
            for (new i = GetPlayerPoolSize(); i >= 0; i--) {

            #endif
                if (i == excludedplayerid || !IsVehicleStreamedIn(vehicleid, i)) {
                    continue;
                }
                PR_SendPacket(bs, i, priority, reliability, orderingchannel);
            }
        }
        stock PR_SendRPCToVehicleStream(BitStream:bs, vehicleid, rpcid, excludedplayerid = INVALID_PLAYER_ID, PR_PacketPriority:priority = PR_HIGH_PRIORITY, PR_PacketReliability:reliability = PR_RELIABLE_ORDERED, orderingchannel = 0)
        {

            #if defined foreach
            foreach (new i : Player) {

            #else
            for (new i = GetPlayerPoolSize(); i >= 0; i--) {

            #endif
                if (i == excludedplayerid || !IsVehicleStreamedIn(vehicleid, i)) {
                    continue;
                }
                PR_SendRPC(bs, i, rpcid, priority, reliability, orderingchannel);
            }
        }
        forward OnIncomingPacket(playerid, packetid, BitStream:bs);
        forward OnIncomingRPC(playerid, rpcid, BitStream:bs);
        forward OnOutgoingPacket(playerid, packetid, BitStream:bs);
        forward OnOutgoingRPC(playerid, rpcid, BitStream:bs);

        #pragma deprecated Use OnOutgoingPacket instead
        forward OnOutcomingPacket(playerid, packetid, BitStream:bs);

        #pragma deprecated Use OnOutgoingRPC instead
        forward OnOutcomingRPC(playerid, rpcid, BitStream:bs);

        #if defined FILTERSCRIPT
            public OnFilterScriptInit()
            {
                PR_Init();

                #if defined PawnRakNet_OnFilterScriptInit
                    PawnRakNet_OnFilterScriptInit();

                #endif
                return 1;
            }

            #if defined _ALS_OnFilterScriptInit

                #undef OnFilterScriptInit

            #else

                #define _ALS_OnFilterScriptInit

            #endif

            #define OnFilterScriptInit PawnRakNet_OnFilterScriptInit

            #if defined PawnRakNet_OnFilterScriptInit
                forward PawnRakNet_OnFilterScriptInit();

            #endif

        #else
            public OnGameModeInit()
            {
                PR_Init();

                #if defined PawnRakNet_OnGameModeInit
                    PawnRakNet_OnGameModeInit();

                #endif
                return 1;
            }

            #if defined _ALS_OnGameModeInit

                #undef OnGameModeInit

            #else

                #define _ALS_OnGameModeInit

            #endif

            #define OnGameModeInit PawnRakNet_OnGameModeInit

            #if defined PawnRakNet_OnGameModeInit
                forward PawnRakNet_OnGameModeInit();

            #endif

        #endif

    #endif

#endif