CreateDynamicRectangle(Float:minx, Float:miny, Float:maxx, Float:maxy, worldid = -1, interiorid = -1, playerid = -1);
IsPlayerInDynamicArea(playerid, areaid, recheck = 0);
IsPlayerInDynamicArea(playerid, areaid, recheck = 0);
Added a new parameter called "recheck" to Is(Any)PlayerIn(Any)DynamicArea which allows an area check to occur without issuing a full update for the player |
native CreateDynamicCircle(Float:x, Float:y, Float:size, worldid = -1, interiorid = -1, playerid = -1);
native CreateDynamicRectangle(Float:minx, Float:miny, Float:maxx, Float:maxy, worldid = -1, interiorid = -1, playerid = -1);
native CreateDynamicSphere(Float:x, Float:y, Float:z, Float:size, worldid = -1, interiorid = -1, playerid = -1);
native CreateDynamicCube(Float:minx, Float:miny, Float:minz, Float:maxx, Float:maxy, Float:maxz, worldid = -1, interiorid = -1, playerid = -1);
native CreateDynamicPolygon(Float:points[], Float:minz = -FLOAT_INFINITY, Float:maxz = FLOAT_INFINITY, maxpoints = sizeof points, worldid = -1, interiorid = -1, playerid = -1);
IsPlayerInDynamicArea(areaid, ????);
new area51 = CreateDynamicRectangle(blablabla);
IsPlayerInDynamicArea(playerid, area51);