#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);