File size: 13,274 Bytes
72629ed | 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 | #if defined _INC_a_players
#endinput
#endif
#define _INC_a_players
#define _players_included
#define SAMP_CONST_CORRECT
#pragma tabsize 4
#if !defined MAX_PLAYER_ATTACHED_OBJECTS
#define MAX_PLAYER_ATTACHED_OBJECTS (10)
#endif
#if !defined MAX_CHATBUBBLE_LENGTH
#define MAX_CHATBUBBLE_LENGTH (144)
#endif
#define SPECIAL_ACTION_NONE (0)
#define SPECIAL_ACTION_DUCK (1)
#define SPECIAL_ACTION_USEJETPACK (2)
#define SPECIAL_ACTION_ENTER_VEHICLE (3)
#define SPECIAL_ACTION_EXIT_VEHICLE (4)
#define SPECIAL_ACTION_DANCE1 (5)
#define SPECIAL_ACTION_DANCE2 (6)
#define SPECIAL_ACTION_DANCE3 (7)
#define SPECIAL_ACTION_DANCE4 (8)
#define SPECIAL_ACTION_HANDSUP (10)
#define SPECIAL_ACTION_USECELLPHONE (11)
#define SPECIAL_ACTION_SITTING (12)
#define SPECIAL_ACTION_STOPUSECELLPHONE (13)
#define SPECIAL_ACTION_DRINK_BEER (20)
#define SPECIAL_ACTION_SMOKE_CIGGY (21)
#define SPECIAL_ACTION_DRINK_WINE (22)
#define SPECIAL_ACTION_DRINK_SPRUNK (23)
#define SPECIAL_ACTION_PISSING (68)
#define SPECIAL_ACTION_CUFFED (24)
#define SPECIAL_ACTION_CARRY (25)
#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 PLAYER_VARTYPE_NONE (0)
#define PLAYER_VARTYPE_INT (1)
#define PLAYER_VARTYPE_STRING (2)
#define PLAYER_VARTYPE_FLOAT (3)
#define MAPICON_LOCAL (0)
#define MAPICON_GLOBAL (1)
#define MAPICON_LOCAL_CHECKPOINT (2)
#define MAPICON_GLOBAL_CHECKPOINT (3)
#define CAMERA_CUT (2)
#define CAMERA_MOVE (1)
#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)
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 Float:GetPlayerDistanceFromPoint(playerid, 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, weaponid, ammo);
native GetPlayerAmmo(playerid);
native GetPlayerWeaponState(playerid);
native GetPlayerTargetPlayer(playerid);
native GetPlayerTargetActor(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 GetPlayerCustomSkin(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, ip[], len = sizeof ip);
native GetPlayerPing(playerid);
native GetPlayerWeapon(playerid);
native GetPlayerKeys(playerid, &keys, &updown, &leftright);
native GetPlayerName(playerid, name[], len = sizeof name);
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 PlayAudioStreamForPlayer(playerid, const url[], Float:posX = 0.0, Float:posY = 0.0, Float:posZ = 0.0, Float:distance = 50.0, usepos = 0);
native StopAudioStreamForPlayer(playerid);
native SetPlayerShopName(playerid, const shopname[]);
native SetPlayerSkillLevel(playerid, skill, level);
native GetPlayerSurfingVehicleID(playerid);
native GetPlayerSurfingObjectID(playerid);
native RemoveBuildingForPlayer(playerid, modelid, Float:fX, Float:fY, Float:fZ, Float:fRadius);
native GetPlayerLastShotVectors(playerid, &Float:fOriginX, &Float:fOriginY, &Float:fOriginZ, &Float:fHitPosX, &Float:fHitPosY, &Float:fHitPosZ);
#if MAX_PLAYER_ATTACHED_OBJECTS < 1 || MAX_PLAYER_ATTACHED_OBJECTS > 10
#error MAX_PLAYER_ATTACHED_OBJECTS must be >= 1 and <= 10
#endif
native SetPlayerAttachedObject(playerid, index, modelid, bone, Float:fOffsetX = 0.0, Float:fOffsetY = 0.0, Float:fOffsetZ = 0.0, Float:fRotX = 0.0, Float:fRotY = 0.0, Float:fRotZ = 0.0, Float:fScaleX = 1.0, Float:fScaleY = 1.0, Float:fScaleZ = 1.0, materialcolor1 = 0, materialcolor2 = 0);
native RemovePlayerAttachedObject(playerid, index);
native IsPlayerAttachedObjectSlotUsed(playerid, index);
native EditAttachedObject(playerid, index);
native PlayerText:CreatePlayerTextDraw(playerid, Float:x, Float:y, const text[]);
native PlayerTextDrawDestroy(playerid, PlayerText:text);
native PlayerTextDrawLetterSize(playerid, PlayerText:text, Float:x, Float:y);
native PlayerTextDrawTextSize(playerid, PlayerText:text, Float:x, Float:y);
native PlayerTextDrawAlignment(playerid, PlayerText:text, alignment);
native PlayerTextDrawColor(playerid, PlayerText:text, color);
native PlayerTextDrawUseBox(playerid, PlayerText:text, use);
native PlayerTextDrawBoxColor(playerid, PlayerText:text, color);
native PlayerTextDrawSetShadow(playerid, PlayerText:text, size);
native PlayerTextDrawSetOutline(playerid, PlayerText:text, size);
native PlayerTextDrawBackgroundColor(playerid, PlayerText:text, color);
native PlayerTextDrawFont(playerid, PlayerText:text, font);
native PlayerTextDrawSetProportional(playerid, PlayerText:text, set);
native PlayerTextDrawSetSelectable(playerid, PlayerText:text, set);
native PlayerTextDrawShow(playerid, PlayerText:text);
native PlayerTextDrawHide(playerid, PlayerText:text);
native PlayerTextDrawSetString(playerid, PlayerText:text, const string[]);
native PlayerTextDrawSetPreviewModel(playerid, PlayerText:text, modelindex);
native PlayerTextDrawSetPreviewRot(playerid, PlayerText:text, Float:fRotX, Float:fRotY, Float:fRotZ, Float:fZoom = 1.0);
native PlayerTextDrawSetPreviewVehCol(playerid, PlayerText:text, color1, color2);
native SetPVarInt(playerid, const varname[], int_value);
native GetPVarInt(playerid, const varname[]);
native SetPVarString(playerid, const varname[], const string_value[]);
native GetPVarString(playerid, const varname[], string_return[], len = sizeof string_return);
native SetPVarFloat(playerid, const varname[], Float:float_value);
native Float:GetPVarFloat(playerid, const varname[]);
native DeletePVar(playerid, const varname[]);
native GetPVarsUpperIndex(playerid);
native GetPVarNameAtIndex(playerid, index, ret_varname[], ret_len = sizeof ret_varname);
native GetPVarType(playerid, const varname[]);
#if MAX_CHATBUBBLE_LENGTH < 1 || MAX_CHATBUBBLE_LENGTH > 144
#error MAX_CHATBUBBLE_LENGTH must be >= 1 and <= 144
#endif
native SetPlayerChatBubble(playerid, const 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, const animlib[], const animname[], Float:fDelta, loop, lockx, locky, freeze, time, forcesync = 0);
native ClearAnimations(playerid, forcesync = 0);
native GetPlayerAnimationIndex(playerid);
native GetAnimationName(index, animlib[], len1 = sizeof animlib, animname[], len2 = sizeof animname);
native GetPlayerSpecialAction(playerid);
native SetPlayerSpecialAction(playerid, actionid);
native DisableRemoteVehicleCollisions(playerid, disable);
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, cut = CAMERA_CUT);
native SetCameraBehindPlayer(playerid);
native GetPlayerCameraPos(playerid, &Float:x, &Float:y, &Float:z);
native GetPlayerCameraFrontVector(playerid, &Float:x, &Float:y, &Float:z);
native GetPlayerCameraMode(playerid);
native EnablePlayerCameraTarget(playerid, enable);
native GetPlayerCameraTargetObject(playerid);
native GetPlayerCameraTargetVehicle(playerid);
native GetPlayerCameraTargetPlayer(playerid);
native GetPlayerCameraTargetActor(playerid);
native Float:GetPlayerCameraAspectRatio(playerid);
native Float:GetPlayerCameraZoom(playerid);
native AttachCameraToObject(playerid, objectid);
native AttachCameraToPlayerObject(playerid, playerobjectid);
native InterpolateCameraPos(playerid, Float:FromX, Float:FromY, Float:FromZ, Float:ToX, Float:ToY, Float:ToZ, time, cut = CAMERA_CUT);
native InterpolateCameraLookAt(playerid, Float:FromX, Float:FromY, Float:FromZ, Float:ToX, Float:ToY, Float:ToZ, time, cut = CAMERA_CUT);
native 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, const recordname[]);
native StopRecordingPlayerData(playerid);
native SelectTextDraw(playerid, hovercolor);
native CancelSelectTextDraw(playerid);
native CreateExplosionForPlayer(playerid, Float:X, Float:Y, Float:Z, type, Float:Radius);
native SendClientCheck(playerid, type, memAddr, memOffset, byteCount); |