Includes-Samp / a_vehicles.inc
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#if defined _INC_a_vehicles
#endinput
#endif
#define _INC_a_vehicles
#define _vehicles_included
#define SAMP_CONST_CORRECT
#pragma tabsize 4
#define CARMODTYPE_SPOILER (0)
#define CARMODTYPE_HOOD (1)
#define CARMODTYPE_ROOF (2)
#define CARMODTYPE_SIDESKIRT (3)
#define CARMODTYPE_LAMPS (4)
#define CARMODTYPE_NITRO (5)
#define CARMODTYPE_EXHAUST (6)
#define CARMODTYPE_WHEELS (7)
#define CARMODTYPE_STEREO (8)
#define CARMODTYPE_HYDRAULICS (9)
#define CARMODTYPE_FRONT_BUMPER (10)
#define CARMODTYPE_REAR_BUMPER (11)
#define CARMODTYPE_VENT_RIGHT (12)
#define CARMODTYPE_VENT_LEFT (13)
#define VEHICLE_PARAMS_UNSET (-1)
#define VEHICLE_PARAMS_OFF (0)
#define VEHICLE_PARAMS_ON (1)
#define VEHICLE_MODEL_INFO_SIZE (1)
#define VEHICLE_MODEL_INFO_FRONTSEAT (2)
#define VEHICLE_MODEL_INFO_REARSEAT (3)
#define VEHICLE_MODEL_INFO_PETROLCAP (4)
#define VEHICLE_MODEL_INFO_WHEELSFRONT (5)
#define VEHICLE_MODEL_INFO_WHEELSREAR (6)
#define VEHICLE_MODEL_INFO_WHEELSMID (7)
#define VEHICLE_MODEL_INFO_FRONT_BUMPER_Z (8)
#define VEHICLE_MODEL_INFO_REAR_BUMPER_Z (9)
native CreateVehicle(vehicletype, Float:x, Float:y, Float:z, Float:rotation, color1, color2, respawn_delay, addsiren=0);
native DestroyVehicle(vehicleid);
native IsVehicleStreamedIn(vehicleid, forplayerid);
native GetVehiclePos(vehicleid, &Float:x, &Float:y, &Float:z);
native SetVehiclePos(vehicleid, Float:x, Float:y, Float:z);
native GetVehicleZAngle(vehicleid, &Float:z_angle);
native GetVehicleRotationQuat(vehicleid, &Float:w, &Float:x, &Float:y, &Float:z);
native Float:GetVehicleDistanceFromPoint(vehicleid, Float:X, Float:Y, Float:Z);
native SetVehicleZAngle(vehicleid, Float:z_angle);
native SetVehicleParamsForPlayer(vehicleid, playerid, objective, doorslocked);
native ManualVehicleEngineAndLights();
native SetVehicleParamsEx(vehicleid, engine, lights, alarm, doors, bonnet, boot, objective);
native GetVehicleParamsEx(vehicleid, &engine, &lights, &alarm, &doors, &bonnet, &boot, &objective);
native GetVehicleParamsSirenState(vehicleid);
native SetVehicleParamsCarDoors(vehicleid, driver, passenger, backleft, backright);
native GetVehicleParamsCarDoors(vehicleid, &driver, &passenger, &backleft, &backright);
native SetVehicleParamsCarWindows(vehicleid, driver, passenger, backleft, backright);
native GetVehicleParamsCarWindows(vehicleid, &driver, &passenger, &backleft, &backright);
native SetVehicleToRespawn(vehicleid);
native LinkVehicleToInterior(vehicleid, interiorid);
native AddVehicleComponent(vehicleid, componentid);
native RemoveVehicleComponent(vehicleid, componentid);
native ChangeVehicleColor(vehicleid, color1, color2);
native ChangeVehiclePaintjob(vehicleid, paintjobid);
native SetVehicleHealth(vehicleid, Float:health);
native GetVehicleHealth(vehicleid, &Float:health);
native AttachTrailerToVehicle(trailerid, vehicleid);
native DetachTrailerFromVehicle(vehicleid);
native IsTrailerAttachedToVehicle(vehicleid);
native GetVehicleTrailer(vehicleid);
native SetVehicleNumberPlate(vehicleid, const numberplate[]);
native GetVehicleModel(vehicleid);
native GetVehicleComponentInSlot(vehicleid, slot);
native GetVehicleComponentType(component);
native RepairVehicle(vehicleid);
native GetVehicleVelocity(vehicleid, &Float:X, &Float:Y, &Float:Z);
native SetVehicleVelocity(vehicleid, Float:X, Float:Y, Float:Z);
native SetVehicleAngularVelocity(vehicleid, Float:X, Float:Y, Float:Z);
native GetVehicleDamageStatus(vehicleid, &panels, &doors, &lights, &tires);
native UpdateVehicleDamageStatus(vehicleid, panels, doors, lights, tires);
native GetVehicleModelInfo(vehiclemodel, infotype, &Float:X, &Float:Y, &Float:Z);
native SetVehicleVirtualWorld(vehicleid, worldid);
native GetVehicleVirtualWorld(vehicleid);
native bool:IsValidVehicle(vehicleid);