Includes-Samp / a_players.inc
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#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);