Includes-Samp / a_samp.inc
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#if defined _INC_a_samp
#endinput
#endif
#if defined _INC_a_npc
#error Include `<a_samp>` or `<a_npc>`, not both.
#endif
#define _INC_a_samp
#define _samp_included
#define SAMP_CONST_CORRECT
#pragma tabsize 4
#if !defined MAX_PLAYER_NAME
#define MAX_PLAYER_NAME (24)
#endif
#if !defined MAX_PLAYERS
#define MAX_PLAYERS (1000)
#endif
#if !defined MAX_VEHICLES
#define MAX_VEHICLES (2000)
#endif
#if !defined MAX_ACTORS
#define MAX_ACTORS (1000)
#endif
#if !defined MAX_OBJECTS
#define MAX_OBJECTS (2000)
#endif
#if !defined MAX_GANG_ZONES
#define MAX_GANG_ZONES (1024)
#endif
#if !defined MAX_TEXT_DRAWS
#define MAX_TEXT_DRAWS (Text:2048)
#endif
#if !defined MAX_PLAYER_TEXT_DRAWS
#define MAX_PLAYER_TEXT_DRAWS (PlayerText:256)
#endif
#if !defined MAX_MENUS
#define MAX_MENUS (Menu:128)
#endif
#if !defined MAX_3DTEXT_GLOBAL
#define MAX_3DTEXT_GLOBAL (Text3D:1024)
#endif
#if !defined MAX_3DTEXT_PLAYER
#define MAX_3DTEXT_PLAYER (PlayerText3D:1024)
#endif
#if !defined MAX_PICKUPS
#define MAX_PICKUPS (4096)
#endif
#define NO_TEAM (255)
#define INVALID_PLAYER_ID (0xFFFF)
#define INVALID_VEHICLE_ID (0xFFFF)
#define INVALID_ACTOR_ID (0xFFFF)
#define INVALID_OBJECT_ID (0xFFFF)
#define INVALID_MENU (Menu:0xFF)
#define INVALID_TEXT_DRAW (Text:0xFFFF)
#define INVALID_PLAYER_TEXT_DRAW (PlayerText:0xFFFF)
#define INVALID_GANG_ZONE (-1)
#define INVALID_3DTEXT_ID (Text3D:0xFFFF)
#define INVALID_PLAYER_3DTEXT_ID (PlayerText3D:0xFFFF)
#define PLAYER_STATE_NONE (0)
#define PLAYER_STATE_ONFOOT (1)
#define PLAYER_STATE_DRIVER (2)
#define PLAYER_STATE_PASSENGER (3)
#define PLAYER_STATE_EXIT_VEHICLE (4)
#define PLAYER_STATE_ENTER_VEHICLE_DRIVER (5)
#define PLAYER_STATE_ENTER_VEHICLE_PASSENGER (6)
#define PLAYER_STATE_WASTED (7)
#define PLAYER_STATE_SPAWNED (8)
#define PLAYER_STATE_SPECTATING (9)
#define PLAYER_MARKERS_MODE_OFF (0)
#define PLAYER_MARKERS_MODE_GLOBAL (1)
#define PLAYER_MARKERS_MODE_STREAMED (2)
#define UNKNOWN_WEAPON (-1)
#define WEAPON_FIST (0)
#define WEAPON_BRASSKNUCKLE (1)
#define WEAPON_GOLFCLUB (2)
#define WEAPON_NITESTICK (3)
#define WEAPON_KNIFE (4)
#define WEAPON_BAT (5)
#define WEAPON_SHOVEL (6)
#define WEAPON_POOLSTICK (7)
#define WEAPON_KATANA (8)
#define WEAPON_CHAINSAW (9)
#define WEAPON_DILDO (10)
#define WEAPON_DILDO2 (11)
#define WEAPON_VIBRATOR (12)
#define WEAPON_VIBRATOR2 (13)
#define WEAPON_FLOWER (14)
#define WEAPON_CANE (15)
#define WEAPON_GRENADE (16)
#define WEAPON_TEARGAS (17)
#define WEAPON_MOLTOV (18)
#define WEAPON_COLT45 (22)
#define WEAPON_SILENCED (23)
#define WEAPON_DEAGLE (24)
#define WEAPON_SHOTGUN (25)
#define WEAPON_SAWEDOFF (26)
#define WEAPON_SHOTGSPA (27)
#define WEAPON_UZI (28)
#define WEAPON_MP5 (29)
#define WEAPON_AK47 (30)
#define WEAPON_M4 (31)
#define WEAPON_TEC9 (32)
#define WEAPON_RIFLE (33)
#define WEAPON_SNIPER (34)
#define WEAPON_ROCKETLAUNCHER (35)
#define WEAPON_HEATSEEKER (36)
#define WEAPON_FLAMETHROWER (37)
#define WEAPON_MINIGUN (38)
#define WEAPON_SATCHEL (39)
#define WEAPON_BOMB (40)
#define WEAPON_SPRAYCAN (41)
#define WEAPON_FIREEXTINGUISHER (42)
#define WEAPON_CAMERA (43)
#define WEAPON_PARACHUTE (46)
#define WEAPON_VEHICLE (49)
#define WEAPON_DROWN (53)
#define WEAPON_COLLISION (54)
#define KEY_ACTION (1)
#define KEY_CROUCH (2)
#define KEY_FIRE (4)
#define KEY_SPRINT (8)
#define KEY_SECONDARY_ATTACK (16)
#define KEY_JUMP (32)
#define KEY_LOOK_RIGHT (64)
#define KEY_HANDBRAKE (128)
#define KEY_LOOK_LEFT (256)
#define KEY_SUBMISSION (512)
#define KEY_LOOK_BEHIND (512)
#define KEY_WALK (1024)
#define KEY_ANALOG_UP (2048)
#define KEY_ANALOG_DOWN (4096)
#define KEY_ANALOG_LEFT (8192)
#define KEY_ANALOG_RIGHT (16384)
#define KEY_YES (65536)
#define KEY_NO (131072)
#define KEY_CTRL_BACK (262144)
#define KEY_UP (-128)
#define KEY_DOWN (128)
#define KEY_LEFT (-128)
#define KEY_RIGHT (128)
#define DIALOG_STYLE_MSGBOX (0)
#define DIALOG_STYLE_INPUT (1)
#define DIALOG_STYLE_LIST (2)
#define DIALOG_STYLE_PASSWORD (3)
#define DIALOG_STYLE_TABLIST (4)
#define DIALOG_STYLE_TABLIST_HEADERS (5)
#define TEXT_DRAW_FONT_SPRITE_DRAW (4)
#define TEXT_DRAW_FONT_MODEL_PREVIEW (5)
#define SERVER_VARTYPE_NONE (0)
#define SERVER_VARTYPE_INT (1)
#define SERVER_VARTYPE_STRING (2)
#define SERVER_VARTYPE_FLOAT (3)
#define DOWNLOAD_REQUEST_EMPTY (0)
#define DOWNLOAD_REQUEST_MODEL_FILE (1)
#define DOWNLOAD_REQUEST_TEXTURE_FILE (2)
#define CLICK_SOURCE_SCOREBOARD (0)
#define EDIT_RESPONSE_CANCEL (0)
#define EDIT_RESPONSE_FINAL (1)
#define EDIT_RESPONSE_UPDATE (2)
#define SELECT_OBJECT_GLOBAL_OBJECT (1)
#define SELECT_OBJECT_PLAYER_OBJECT (2)
#define BULLET_HIT_TYPE_NONE (0)
#define BULLET_HIT_TYPE_PLAYER (1)
#define BULLET_HIT_TYPE_VEHICLE (2)
#define BULLET_HIT_TYPE_OBJECT (3)
#define BULLET_HIT_TYPE_PLAYER_OBJECT (4)
#if MAX_PLAYER_NAME < 3 || MAX_PLAYER_NAME > 24
#error MAX_PLAYER_NAME must be >= 3 and <= 24
#endif
#if MAX_PLAYERS < 1 || MAX_PLAYERS > 1000
#error MAX_PLAYERS must be >= 1 and <= 1000
#endif
#if MAX_VEHICLES < 1 || MAX_VEHICLES > 2000
#error MAX_VEHICLES must be >= 1 and <= 2000
#endif
#if MAX_ACTORS < 1 || MAX_ACTORS > 1000
#error MAX_ACTORS must be >= 1 and <= 1000
#endif
#if MAX_OBJECTS < 1 || MAX_OBJECTS > 2000
#error MAX_OBJECTS must be >= 1 and <= 2000
#endif
#if MAX_GANG_ZONES < 1 || MAX_GANG_ZONES > 1024
#error MAX_GANG_ZONES must be >= 1 and <= 1024
#endif
#if MAX_TEXT_DRAWS < Text:1 || MAX_TEXT_DRAWS > Text:2048
#error MAX_TEXT_DRAWS must be >= 1 and <= 2048
#endif
#if MAX_PLAYER_TEXT_DRAWS < PlayerText:1 || MAX_PLAYER_TEXT_DRAWS > PlayerText:256
#error MAX_PLAYER_TEXT_DRAWS must be >= 1 and <= 256
#endif
#if MAX_MENUS < Menu:1 || MAX_MENUS > Menu:128
#error MAX_MENUS must be >= 1 and <= 128
#endif
#if MAX_3DTEXT_GLOBAL < Text3D:1 || MAX_3DTEXT_GLOBAL > Text3D:1024
#error MAX_3DTEXT_GLOBAL must be >= 1 and <= 1024
#endif
#if MAX_3DTEXT_PLAYER < PlayerText3D:1 || MAX_3DTEXT_PLAYER > PlayerText3D:1024
#error MAX_3DTEXT_PLAYER must be >= 1 and <= 1024
#endif
#if MAX_PICKUPS < 1 || MAX_PICKUPS > 4096
#error MAX_PICKUPS must be >= 1 and <= 4096
#endif
public const SAMP_INCLUDES_VERSION = 0x037030;
#pragma unused SAMP_INCLUDES_VERSION
#include <core>
#include <float>
#include <string>
#include <file>
#include <time>
#include <datagram>
#tryinclude <console>
#include <a_players>
#include <a_vehicles>
#include <a_objects>
#include <a_actor>
#include <a_sampdb>
#include <a_http>
#if !defined _console_included
#define _console_included
native print(const string[]);
native printf(const format[], {Float,_}:...);
#endif
native format(output[], len = sizeof output, const format[], {Float,_}:...);
native SendClientMessage(playerid, color, const message[]);
native SendClientMessageToAll(color, const message[]);
native SendPlayerMessageToPlayer(playerid, senderid, const message[]);
native SendPlayerMessageToAll(senderid, const message[]);
native SendDeathMessage(killer, killee, weapon);
native SendDeathMessageToPlayer(playerid, killer, killee, weapon);
native GameTextForAll(const string[], time, style);
native GameTextForPlayer(playerid, const string[], time, style);
native SetTimer(const funcname[], interval, repeating);
native SetTimerEx(const funcname[], interval, repeating, const format[], {Float,_}:...);
native KillTimer(timerid);
native GetTickCount();
native GetMaxPlayers();
native CallRemoteFunction(const function[], const format[], {Float,_}:...);
native CallLocalFunction(const function[], const format[], {Float,_}:...);
native Float:VectorSize(Float:x, Float:y, Float:z);
native Float:asin(Float:value);
native Float:acos(Float:value);
native Float:atan(Float:value);
native Float:atan2(Float:y, Float:x);
native GetPlayerPoolSize();
native GetVehiclePoolSize();
native GetActorPoolSize();
native SHA256_PassHash(const password[], const salt[], ret_hash[], ret_hash_len = sizeof ret_hash);
native SetSVarInt(const varname[], int_value);
native GetSVarInt(const varname[]);
native SetSVarString(const varname[], const string_value[]);
native GetSVarString(const varname[], string_return[], len = sizeof string_return);
native SetSVarFloat(const varname[], Float:float_value);
native Float:GetSVarFloat(const varname[]);
native DeleteSVar(const varname[]);
native GetSVarsUpperIndex();
native GetSVarNameAtIndex(index, ret_varname[], ret_len = sizeof ret_varname);
native GetSVarType(const varname[]);
native SetGameModeText(const string[]);
native SetTeamCount(count);
native AddPlayerClass(modelid, Float:spawn_x, Float:spawn_y, Float:spawn_z, Float:z_angle, weapon1, weapon1_ammo, weapon2, weapon2_ammo, weapon3, weapon3_ammo);
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);
native AddStaticVehicle(modelid, Float:spawn_x, Float:spawn_y, Float:spawn_z, Float:z_angle, color1, color2);
native AddStaticVehicleEx(modelid, Float:spawn_x, Float:spawn_y, Float:spawn_z, Float:z_angle, color1, color2, respawn_delay, addsiren=0);
native AddStaticPickup(model, type, Float:X, Float:Y, Float:Z, virtualworld = 0);
native CreatePickup(model, type, Float:X, Float:Y, Float:Z, virtualworld = 0);
native DestroyPickup(pickup);
native ShowNameTags(show);
native ShowPlayerMarkers(mode);
native GameModeExit();
native SetWorldTime(hour);
native GetWeaponName(weaponid, weapon[], len = sizeof weapon);
native EnableTirePopping(enable);
native EnableVehicleFriendlyFire();
native AllowInteriorWeapons(allow);
native SetWeather(weatherid);
native Float:GetGravity();
native SetGravity(Float:gravity);
native AllowAdminTeleport(allow);
native SetDeathDropAmount(amount);
native CreateExplosion(Float:X, Float:Y, Float:Z, type, Float:Radius);
native EnableZoneNames(enable);
native UsePlayerPedAnims();
native DisableInteriorEnterExits();
native SetNameTagDrawDistance(Float:distance);
native DisableNameTagLOS();
native LimitGlobalChatRadius(Float:chat_radius);
native LimitPlayerMarkerRadius(Float:marker_radius);
native ConnectNPC(const name[], const script[]);
native IsPlayerNPC(playerid);
native AddCharModel(baseid, newid, const dffname[], const txdname[]);
native AddSimpleModel(virtualworld, baseid, newid, const dffname[], const txdname[]);
native AddSimpleModelTimed(virtualworld, baseid, newid, const dffname[], const txdname[], timeon, timeoff);
native FindModelFileNameFromCRC(crc, retstr[], retstr_size = sizeof retstr);
native FindTextureFileNameFromCRC(crc, retstr[], retstr_size = sizeof retstr);
native RedirectDownload(playerid, const url[]);
native IsPlayerAdmin(playerid);
native Kick(playerid);
native Ban(playerid);
native BanEx(playerid, const reason[]);
native SendRconCommand(const command[]);
native GetPlayerNetworkStats(playerid, retstr[], retstr_size = sizeof retstr);
native GetNetworkStats(retstr[], retstr_size = sizeof retstr);
native GetPlayerVersion(playerid, version[], len = sizeof version);
native BlockIpAddress(const ip_address[], timems);
native UnBlockIpAddress(const ip_address[]);
native GetServerVarAsString(const varname[], buffer[], len = sizeof buffer);
native GetServerVarAsInt(const varname[]);
native GetServerVarAsBool(const varname[]);
native GetConsoleVarAsString(const varname[], buffer[], len = sizeof buffer);
native GetConsoleVarAsInt(const varname[]);
native GetConsoleVarAsBool(const varname[]);
native GetServerTickRate();
native NetStats_GetConnectedTime(playerid);
native NetStats_MessagesReceived(playerid);
native NetStats_BytesReceived(playerid);
native NetStats_MessagesSent(playerid);
native NetStats_BytesSent(playerid);
native NetStats_MessagesRecvPerSecond(playerid);
native Float:NetStats_PacketLossPercent(playerid);
native NetStats_ConnectionStatus(playerid);
native NetStats_GetIpPort(playerid, ip_port[], ip_port_len = sizeof ip_port);
native Menu:CreateMenu(const title[], columns, Float:x, Float:y, Float:col1width, Float:col2width = 0.0);
native DestroyMenu(Menu:menuid);
native AddMenuItem(Menu:menuid, column, const menutext[]);
native SetMenuColumnHeader(Menu:menuid, column, const columnheader[]);
native ShowMenuForPlayer(Menu:menuid, playerid);
native HideMenuForPlayer(Menu:menuid, playerid);
native IsValidMenu(Menu:menuid);
native DisableMenu(Menu:menuid);
native DisableMenuRow(Menu:menuid, row);
native Menu:GetPlayerMenu(playerid);
native Text:TextDrawCreate(Float:x, Float:y, const text[]);
native TextDrawDestroy(Text:text);
native TextDrawLetterSize(Text:text, Float:x, Float:y);
native TextDrawTextSize(Text:text, Float:x, Float:y);
native TextDrawAlignment(Text:text, alignment);
native TextDrawColor(Text:text, color);
native TextDrawUseBox(Text:text, use);
native TextDrawBoxColor(Text:text, color);
native TextDrawSetShadow(Text:text, size);
native TextDrawSetOutline(Text:text, size);
native TextDrawBackgroundColor(Text:text, color);
native TextDrawFont(Text:text, font);
native TextDrawSetProportional(Text:text, set);
native TextDrawSetSelectable(Text:text, set);
native TextDrawShowForPlayer(playerid, Text:text);
native TextDrawHideForPlayer(playerid, Text:text);
native TextDrawShowForAll(Text:text);
native TextDrawHideForAll(Text:text);
native TextDrawSetString(Text:text, const string[]);
native TextDrawSetPreviewModel(Text:text, modelindex);
native TextDrawSetPreviewRot(Text:text, Float:fRotX, Float:fRotY, Float:fRotZ, Float:fZoom = 1.0);
native TextDrawSetPreviewVehCol(Text:text, color1, color2);
native GangZoneCreate(Float:minx, Float:miny, Float:maxx, Float:maxy);
native GangZoneDestroy(zone);
native GangZoneShowForPlayer(playerid, zone, color);
native GangZoneShowForAll(zone, color);
native GangZoneHideForPlayer(playerid, zone);
native GangZoneHideForAll(zone);
native GangZoneFlashForPlayer(playerid, zone, flashcolor);
native GangZoneFlashForAll(zone, flashcolor);
native GangZoneStopFlashForPlayer(playerid, zone);
native GangZoneStopFlashForAll(zone);
native Text3D:Create3DTextLabel(const text[], color, Float:X, Float:Y, Float:Z, Float:DrawDistance, virtualworld, testLOS=0);
native Delete3DTextLabel(Text3D:id);
native Attach3DTextLabelToPlayer(Text3D:id, playerid, Float:OffsetX, Float:OffsetY, Float:OffsetZ);
native Attach3DTextLabelToVehicle(Text3D:id, vehicleid, Float:OffsetX, Float:OffsetY, Float:OffsetZ);
native Update3DTextLabelText(Text3D:id, color, const text[]);
native PlayerText3D:CreatePlayer3DTextLabel(playerid, const text[], color, Float:X, Float:Y, Float:Z, Float:DrawDistance, attachedplayer=INVALID_PLAYER_ID, attachedvehicle=INVALID_VEHICLE_ID, testLOS=0);
native DeletePlayer3DTextLabel(playerid, PlayerText3D:id);
native UpdatePlayer3DTextLabelText(playerid, PlayerText3D:id, color, const text[]);
native ShowPlayerDialog(playerid, dialogid, style, const caption[], const info[], const button1[], const button2[]);
native gpci(playerid, serial[], maxlen);
forward OnGameModeInit();
forward OnGameModeExit();
forward OnFilterScriptInit();
forward OnFilterScriptExit();
forward OnPlayerConnect(playerid);
forward OnPlayerDisconnect(playerid, reason);
forward OnPlayerSpawn(playerid);
forward OnPlayerDeath(playerid, killerid, reason);
forward OnVehicleSpawn(vehicleid);
forward OnVehicleDeath(vehicleid, killerid);
forward OnPlayerText(playerid, text[]);
forward OnPlayerCommandText(playerid, cmdtext[]);
forward OnPlayerRequestClass(playerid, classid);
forward OnPlayerEnterVehicle(playerid, vehicleid, ispassenger);
forward OnPlayerExitVehicle(playerid, vehicleid);
forward OnPlayerStateChange(playerid, newstate, oldstate);
forward OnPlayerEnterCheckpoint(playerid);
forward OnPlayerLeaveCheckpoint(playerid);
forward OnPlayerEnterRaceCheckpoint(playerid);
forward OnPlayerLeaveRaceCheckpoint(playerid);
forward OnRconCommand(cmd[]);
forward OnPlayerRequestSpawn(playerid);
forward OnObjectMoved(objectid);
forward OnPlayerObjectMoved(playerid, objectid);
forward OnPlayerPickUpPickup(playerid, pickupid);
forward OnVehicleMod(playerid, vehicleid, componentid);
forward OnEnterExitModShop(playerid, enterexit, interiorid);
forward OnVehiclePaintjob(playerid, vehicleid, paintjobid);
forward OnVehicleRespray(playerid, vehicleid, color1, color2);
forward OnVehicleDamageStatusUpdate(vehicleid, playerid);
forward OnUnoccupiedVehicleUpdate(vehicleid, playerid, passenger_seat, Float:new_x, Float:new_y, Float:new_z, Float:vel_x, Float:vel_y, Float:vel_z);
forward OnPlayerSelectedMenuRow(playerid, row);
forward OnPlayerExitedMenu(playerid);
forward OnPlayerInteriorChange(playerid, newinteriorid, oldinteriorid);
forward OnPlayerKeyStateChange(playerid, newkeys, oldkeys);
forward OnRconLoginAttempt( ip[], password[], success );
forward OnPlayerUpdate(playerid);
forward OnPlayerStreamIn(playerid, forplayerid);
forward OnPlayerStreamOut(playerid, forplayerid);
forward OnVehicleStreamIn(vehicleid, forplayerid);
forward OnVehicleStreamOut(vehicleid, forplayerid);
forward OnActorStreamIn(actorid, forplayerid);
forward OnActorStreamOut(actorid, forplayerid);
forward OnDialogResponse(playerid, dialogid, response, listitem, inputtext[]);
forward OnPlayerTakeDamage(playerid, issuerid, Float:amount, weaponid, bodypart);
forward OnPlayerGiveDamage(playerid, damagedid, Float:amount, weaponid, bodypart);
forward OnPlayerGiveDamageActor(playerid, damaged_actorid, Float:amount, weaponid, bodypart);
forward OnPlayerClickMap(playerid, Float:fX, Float:fY, Float:fZ);
forward OnPlayerClickTextDraw(playerid, Text:clickedid);
forward OnPlayerClickPlayerTextDraw(playerid, PlayerText:playertextid);
forward OnIncomingConnection(playerid, ip_address[], port);
forward OnTrailerUpdate(playerid, vehicleid);
forward OnVehicleSirenStateChange(playerid, vehicleid, newstate);
forward OnPlayerFinishedDownloading(playerid, virtualworld);
forward OnPlayerRequestDownload(playerid, type, crc);
forward OnPlayerClickPlayer(playerid, clickedplayerid, source);
forward OnPlayerEditObject( playerid, playerobject, objectid, response,
Float:fX, Float:fY, Float:fZ, Float:fRotX, Float:fRotY, Float:fRotZ );
forward OnPlayerEditAttachedObject( playerid, response, index, modelid, boneid,
Float:fOffsetX, Float:fOffsetY, Float:fOffsetZ,
Float:fRotX, Float:fRotY, Float:fRotZ,
Float:fScaleX, Float:fScaleY, Float:fScaleZ );
forward OnPlayerSelectObject(playerid, type, objectid, modelid, Float:fX, Float:fY, Float:fZ);
forward OnPlayerWeaponShot(playerid, weaponid, hittype, hitid, Float:fX, Float:fY, Float:fZ);
forward OnClientCheckResponse(playerid, actionid, memaddr, retndata);
forward OnScriptCash(playerid, amount, source);