#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);