/*******************************************************************************************************************************************
* *
* )( Streamer Functions )( *
* *
* Copyright © 2019 Abyss Morgan. All rights reserved. *
* Contributors: Katarina Calzaghe *
* *
* Website: adm.ct8.pl *
* Download: adm.ct8.pl/r/download *
* *
* Plugins: Streamer *
* Modules: None *
* *
* File Version: 3.0.0 *
* Streamer Version: 2.9.4 *
* *
* Compiler Options: *
* DISABLE_STREAMER_SPEC_CHECK //Turn off check streamer version *
* ENABLE_BULLET_DYNAMIC_OBJECT //Turn on call OnPlayerWeaponShot when we shoot in a dynamic object *
* DISABLE_STREAMER_SPEC_FIXES //Turn off fixes (not recommended) *
* *
* Objects Functions: *
* GetDynamicObjectModel(objectid); *
* SetDynamicObjectModel(objectid,modelid); *
* GetDynamicObjectVW(objectid); *
* SetDynamicObjectVW(objectid,worldid); *
* GetDynamicObjectINT(objectid); *
* SetDynamicObjectINT(objectid,interiorid); *
* GetDynamicObjectSD(objectid,&Float:streamdistance); *
* SetDynamicObjectSD(objectid,Float:streamdistance); *
* GetDynamicObjectDD(objectid,&Float:drawdistance); *
* SetDynamicObjectDD(objectid,Float:drawdistance); *
* GetDynamicObjectPosAndRot(objectid,&Float:x,&Float:y,&Float:z,&Float:rx,&Float:ry,&Float:rz); *
* SetDynamicObjectPosAndRot(objectid,Float:x,Float:y,Float:z,Float:rx,Float:ry,Float:rz); *
* GetDynamicObjectMoveSpeed(objectid,&Float:speed); *
* SetDynamicObjectMoveSpeed(objectid,Float:speed); *
* GetDynamicObjectMovePos(objectid,&Float:x,&Float:y,&Float:z); *
* GetDynamicObjectMoveRot(objectid,&Float:rx,&Float:ry,&Float:rz); *
* GetDynamicObjectMoveTime(objectid,&objstate,&rtime=0); *
* SetDynamicObjectAttachSync(objectid,syncrotation); *
* RemoveDynamicObjectMaterial(objectid,materialindex); *
* RemoveDynamicObjectMaterialAll(objectid); *
* DeattachObjectDynamicObject(objectid); *
* DeattachDynamicObjectComponent(objectid,type); *
* DestroyDynamicObjectComponent(objectid,type); *
* GetDynamicObjectArea(objectid); *
* SetDynamicObjectArea(objectid,areaid); *
* GetDynamicObjectPriority(objectid); *
* SetDynamicObjectPriority(objectid,priority); *
* GetDynamicObjectDatagram(objectid,data[]); *
* SetDynamicObjectDatagram(objectid,data[]); *
* RemoveDynamicObjectDatagram(objectid); *
* bool:IsSetDynamicObjectDatagram(objectid); *
* GetDynamicObjectInvertArea(objectid); *
* SetDynamicObjectInvertArea(objectid,toggle); *
* *
* SAMP Functions: *
* GetObjectPosAndRot(objectid,&Float:x,&Float:y,&Float:z,&Float:rx,&Float:ry,&Float:rz); *
* SetObjectPosAndRot(objectid,Float:x,Float:y,Float:z,Float:rx,Float:ry,Float:rz); *
* CountObjects(); *
* CountPlayerObjects(playerid,bool:streamer = false); *
* DestroyObjects(); *
* DestroyPlayerObjects(playerid,bool:streamer = false); *
* GangZoneDestroyAll(); *
* *
* Vehicle Functions: *
* CountVehicles(); *
* DestroyVehicles(); *
* DestroyVehicleDynamicObject(vehicleid); *
* DeattachVehicleDynamicObject(vehicleid); *
* GetVehicleDatagram(vehicleid,data[]); *
* SetVehicleDatagram(vehicleid,data[]); *
* RemoveVehicleDatagram(vehicleid); *
* IsSetVehicleDatagram(vehicleid); *
* *
* Check Point Functions: *
* GetDynamicCPPos(checkpointid,&Float:x,&Float:y,&Float:z); *
* SetDynamicCPPos(checkpointid,Float:x,Float:y,Float:z); *
* GetDynamicCPSize(checkpointid,&Float:size); *
* SetDynamicCPSize(checkpointid,Float:size); *
* GetDynamicCPVW(checkpointid); *
* SetDynamicCPVW(checkpointid,worldid); *
* GetDynamicCPINT(checkpointid); *
* SetDynamicCPINT(checkpointid,interiorid); *
* GetDynamicCPSD(checkpointid,&Float:streamdistance); *
* SetDynamicCPSD(checkpointid,Float:streamdistance); *
* GetDynamicCPArea(checkpointid); *
* SetDynamicCPArea(checkpointid,areaid); *
* GetDynamicCPPriority(checkpointid); *
* SetDynamicCPPriority(checkpointid,priority); *
* GetDynamicCPDatagram(checkpointid,data[]); *
* SetDynamicCPDatagram(checkpointid,data[]); *
* RemoveDynamicCPDatagram(checkpointid); *
* bool:IsSetDynamicCPDatagram(checkpointid); *
* GetDynamicCPInvertArea(checkpointid); *
* SetDynamicCPInvertArea(checkpointid,toggle); *
* *
* Race Check Point Functions: *
* GetDynamicRaceCPPos(checkpointid,&Float:x,&Float:y,&Float:z); *
* SetDynamicRaceCPPos(checkpointid,Float:x,Float:y,Float:z); *
* GetDynamicRaceCPNext(checkpointid,&Float:nextx,&Float:nexty,&Float:nextz); *
* SetDynamicRaceCPNext(checkpointid,Float:nextx,Float:nexty,Float:nextz); *
* GetDynamicRaceCPType(checkpointid); *
* SetDynamicRaceCPType(checkpointid,type); *
* GetDynamicRaceCPSize(checkpointid,&Float:size); *
* SetDynamicRaceCPSize(checkpointid,Float:size); *
* GetDynamicRaceCPVW(checkpointid); *
* SetDynamicRaceCPVW(checkpointid,worldid); *
* GetDynamicRaceCPINT(checkpointid); *
* SetDynamicRaceCPINT(checkpointid,interiorid); *
* GetDynamicRaceCPSD(checkpointid,&Float:streamdistance); *
* SetDynamicRaceCPSD(checkpointid,Float:streamdistance); *
* GetDynamicRaceCPArea(checkpointid); *
* SetDynamicRaceCPArea(checkpointid,areaid); *
* GetDynamicRaceCPPriority(checkpointid); *
* SetDynamicRaceCPPriority(checkpointid,priority); *
* GetDynamicRaceCPDatagram(checkpointid,data[]); *
* SetDynamicRaceCPDatagram(checkpointid,data[]); *
* RemoveDynamicRaceCPDatagram(checkpointid); *
* bool:IsSetDynamicRaceCPDatagram(checkpointid); *
* GetDynamicRaceCPInvertArea(checkpointid); *
* SetDynamicRaceCPInvertArea(checkpointid,toggle); *
* *
* Player Functions: *
* DestroyPlayerDynamicObject(playerid); *
* DeattachPlayerDynamicObject(playerid); *
* *
* MapIcon Functions: *
* GetDynamicMapIconPos(iconid,&Float:x,&Float:y,&Float:z); *
* SetDynamicMapIconPos(iconid,Float:x,Float:y,Float:z); *
* GetDynamicMapIconType(iconid); *
* SetDynamicMapIconType(iconid,type); *
* GetDynamicMapIconStyle(iconid); *
* SetDynamicMapIconStyle(iconid,style); *
* GetDynamicMapIconVW(iconid); *
* SetDynamicMapIconVW(iconid,worldid); *
* GetDynamicMapIconINT(iconid); *
* SetDynamicMapIconINT(iconid,interiorid); *
* GetDynamicMapIconSD(iconid,&Float:streamdistance); *
* SetDynamicMapIconSD(iconid,Float:streamdistance); *
* SetDynamicMapIconColor(iconid,color); *
* GetDynamicMapIconColor(iconid); *
* GetDynamicMapIconArea(iconid); *
* SetDynamicMapIconArea(iconid,areaid); *
* GetDynamicMapIconPriority(iconid); *
* SetDynamicMapIconPriority(iconid,priority); *
* GetDynamicMapIconDatagram(iconid,data[]); *
* SetDynamicMapIconDatagram(iconid,data[]); *
* RemoveDynamicMapIconDatagram(iconid); *
* bool:IsSetDynamicMapIconDatagram(iconid); *
* GetDynamicMapIconInvertArea(iconid); *
* SetDynamicMapIconInvertArea(iconid,toggle); *
* *
* Pickup Functions: *
* GetDynamicPickupPos(pickupid,&Float:x,&Float:y,&Float:z); *
* SetDynamicPickupPos(pickupid,Float:x,Float:y,Float:z); *
* GetDynamicPickupModel(pickupid); *
* SetDynamicPickupModel(pickupid,modelid); *
* GetDynamicPickupVW(pickupid); *
* SetDynamicPickupVW(pickupid,worldid); *
* GetDynamicPickupINT(pickupid); *
* SetDynamicPickupINT(pickupid,interiorid); *
* GetDynamicPickupSD(pickupid,&Float:streamdistance); *
* SetDynamicPickupSD(pickupid,Float:streamdistance); *
* GetDynamicPickupType(pickupid); *
* SetDynamicPickupType(pickupid,type); *
* GetDynamicPickupArea(pickupid); *
* SetDynamicPickupArea(pickupid,areaid); *
* GetDynamicPickupPriority(pickupid); *
* SetDynamicPickupPriority(pickupid,priority); *
* GetDynamicPickupDatagram(pickupid,data[]); *
* SetDynamicPickupDatagram(pickupid,data[]); *
* RemoveDynamicPickupDatagram(pickupid); *
* bool:IsSetDynamicPickupDatagram(pickupid); *
* GetDynamicPickupInvertArea(pickupid); *
* SetDynamicPickupInvertArea(pickupid,toggle); *
* *
* 3DText Functions: *
* GetDynamic3DTextPos(id,&Float:x,&Float:y,&Float:z); *
* SetDynamic3DTextPos(id,Float:x,Float:y,Float:z); *
* GetDynamic3DTextDD(id,Float:drawdistance); *
* SetDynamic3DTextDD(id,Float:drawdistance); *
* GetDynamic3DTextSD(id,&Float:streamdistance); *
* SetDynamic3DTextSD(id,Float:streamdistance); *
* GetDynamic3DTextVW(id); *
* SetDynamic3DTextVW(id,worldid); *
* GetDynamic3DTextINT(id); *
* SetDynamic3DTextINT(id,interiorid); *
* GetDynamic3DTextColor(id); *
* SetDynamic3DTextColor(id,color); *
* GetDynamic3DTextArea(id); *
* SetDynamic3DTextArea(id,areaid); *
* GetDynamic3DTextPriority(id); *
* SetDynamic3DTextPriority(id,priority); *
* SetDynamic3DTextTestLos(id,testlos); *
* AttachDynamic3DTextToPlayer(id,attachedplayer); *
* AttachDynamic3DTextToVehicle(id,attachedvehicle); *
* GetDynamic3DTextDatagram(id,data[]); *
* SetDynamic3DTextDatagram(id,data[]); *
* RemoveDynamic3DTextDatagram(id); *
* bool:IsSetDynamic3DTextDatagram(id); *
* GetDynamic3DTextInvertArea(id); *
* SetDynamic3DTextInvertArea(id,toggle); *
* *
* Area Functions: *
* GetDynamicCirclePos(areaid,&Float:x,&Float:y); *
* SetDynamicCirclePos(areaid,Float:x,Float:y); *
* GetDynamicCylinderPos(areaid,&Float:x,&Float:y,&Float:minz,&Float:maxz); *
* SetDynamicCylinderPos(areaid,Float:x,Float:y,Float:minz,Float:maxz); *
* GetDynamicSpherePos(areaid,&Float:x,&Float:y,&Float:z); *
* SetDynamicSpherePos(areaid,Float:x,Float:y,Float:z); *
* GetDynamicRectanglePos(areaid,&Float:minx,&Float:miny,&Float:maxx,&Float:maxy); *
* SetDynamicRectanglePos(areaid,Float:minx,Float:miny,Float:maxx,Float:maxy); *
* GetDynamicCubePos(areaid,&Float:minx,&Float:miny,&Float:minz,&Float:maxx,&Float:maxy,&Float:maxz); *
* SetDynamicCubePos(areaid,Float:minx,Float:miny,Float:minz,Float:maxx,Float:maxy,Float:maxz); *
* GetDynamicCuboidPos(areaid,&Float:minx,&Float:miny,&Float:minz,&Float:maxx,&Float:maxy,&Float:maxz); *
* SetDynamicCuboidPos(areaid,Float:minx,Float:miny,Float:minz,Float:maxx,Float:maxy,Float:maxz); *
* GetDynamicAreaVW(areaid); *
* SetDynamicAreaVW(areaid,worldid); *
* GetDynamicAreaINT(areaid); *
* SetDynamicAreaINT(areaid,interiorid); *
* GetDynamicAreaSize(areaid,Float:size); *
* SetDynamicAreaSize(areaid,Float:size); *
* GetDynamicAreaDatagram(areaid,data[]); *
* SetDynamicAreaDatagram(areaid,data[]); *
* RemoveDynamicAreaDatagram(areaid); *
* bool:IsSetDynamicAreaDatagram(areaid); *
* *
* Actor Functions: *
* GetDynamicActorModel(actorid); *
* SetDynamicActorModel(actorid,modelid); *
* GetDynamicActorArea(actorid); *
* SetDynamicActorArea(actorid,areaid); *
* GetDynamicActorPriority(actorid); *
* SetDynamicActorPriority(actorid,priority); *
* GetDynamicActorSD(actorid,&Float:streamdistance); *
* SetDynamicActorSD(actorid,Float:streamdistance); *
* GetDynamicActorDatagram(actorid,data[]); *
* SetDynamicActorDatagram(actorid,data[]); *
* RemoveDynamicActorDatagram(actorid); *
* IsSetDynamicActorDatagram(actorid); *
* GetDynamicActorInterior(actorid); *
* SetDynamicActorInterior(actorid,interiorid); *
* DestroyAllDynamicActors(); *
* CountDynamicActors(); *
* GetDynamicActorInvertArea(actorid); *
* SetDynamicActorInvertArea(actorid,toggle); *
* *
* Dynamic Vehicle Functions: *
* SetDynamicVehicleModel(vehicleid,modelid); *
* GetDynamicVehicleSiren(vehicleid); *
* SetDynamicVehicleSiren(vehicleid,siren); *
* GetDynamicVehicleRespawnTime(vehicleid); *
* SetDynamicVehicleRespawnTime(vehicleid,respawndelay); *
* GetDynamicVehicleArea(vehicleid); *
* SetDynamicVehicleArea(vehicleid,areaid); *
* GetDynamicVehiclePriority(vehicleid); *
* SetDynamicVehiclePriority(vehicleid,priority); *
* GetDynamicVehicleSD(vehicleid,&Float:streamdistance); *
* SetDynamicVehicleSD(vehicleid,Float:streamdistance); *
* GetDynamicVehicleInvertArea(vehicleid); *
* SetDynamicVehicleInvertArea(vehicleid,toggle); *
* GetDynamicVehicleDatagram(vehicleid,data[]); *
* SetDynamicVehicleDatagram(vehicleid,data[]); *
* RemoveDynamicVehicleDatagram(vehicleid); *
* IsSetDynamicVehicleDatagram(vehicleid); *
* DestroyAllDynamicVehicles(); *
* CountDynamicVehicles(); *
* *
* Anti Area Functions: *
* IsPointInAntiArea(areaid,Float:x,Float:y,Float:z); *
* IsPlayerInAntiArea(playerid,areaid,recheck = 0); *
* IsPlayerInAnyAntiArea(playerid,recheck = 0); *
* IsAnyPlayerInAntiArea(areaid,recheck = 0); *
* IsAnyPlayerInAnyAntiArea(recheck = 0); *
* *
* Anti Area Callbacks: *
* OnPlayerEnterAntiArea(playerid,areaid); *
* OnPlayerLeaveAntiArea(playerid,areaid); *
* *
* Pool Size Functions: *
* GetDynamicObjectPoolSize(); *
* GetDynamicPickupPoolSize(); *
* GetDynamicCPPoolSize(); *
* GetDynamicRaceCPPoolSize(); *
* GetDynamicMapIconPoolSize(); *
* GetDynamic3DTextPoolSize(); *
* GetDynamicAreaPoolSize(); *
* GetDynamicActorPoolSize(); *
* GetDynamicVehiclePoolSize(); *
* *
* Update Functions: *
* UpdateAllDynamicItem(type); *
* UpdateAllDynamicElements(); *
* UpdateAllDynamicObjects(); *
* UpdateAllDynamicPickups(); *
* UpdateAllDynamicCPs(); *
* UpdateAllDynamicRaceCPs(); *
* UpdateAllDynamicMapIcons(); *
* UpdateAllDynamic3DTextLabels(); *
* UpdateAllDynamicAreas(); *
* UpdateAllDynamicActors(); *
* UpdateAllDynamicVehicles(); *
* *
* Foreach Functions: *
* ForDynamicObjects(variable); *
* ForDynamicPickups(variable); *
* ForDynamicCPs(variable); *
* ForDynamicRaceCPs(variable); *
* ForDynamicMapIcons(variable); *
* ForDynamic3DTextLabels(variable); *
* ForDynamicAreas(variable); *
* ForDynamicActors(variable); *
* ForDynamicVehicles(variable); *
* *
* Nearest Item Functions: *
* GetNearestVisibleItem(playerid,type); *
* GetNearestVisibleObject(playerid); *
* GetNearestVisiblePickup(playerid); *
* GetNearestVisibleCP(playerid); *
* GetNearestVisibleRaceCP(playerid); *
* GetNearestVisibleMapIcon(playerid); *
* GetNearestVisible3DText(playerid); *
* GetNearestVisibleArea(playerid); *
* GetNearestVisibleActor(playerid); *
* GetNearestVisibleVehicle(playerid); *
* *
* Extended Functions: *
* bool:IsValidStreamer(version); *
* GetStreamerVersion(); *
* GetValidStreamerVersion(); *
* GetStreamerVersionName(name[], value = GET_STREAMER_VERSION, maxdest = sizeof name); *
* CheckStreamerVersion(); *
* GetStreamerDatagram(type,itemid,data[]); *
* SetStreamerDatagram(type,itemid,data[]); *
* RemoveStreamDatagram(type,itemid); *
* bool:IsSetStreamerDatagram(type,itemid); *
* GetStreamerSpecActiveCount(); *
* *
* Definitions: *
* DEFAULT_VISIBLE_OBJECT *
* DEFAULT_VISIBLE_PICKUP *
* DEFAULT_VISIBLE_MAP_ICON *
* DEFAULT_VISIBLE_3D_TEXT *
* DEFAULT_VISIBLE_ACTOR *
* INVALID_DYNAMIC_OBJECT_ID *
* INVALID_DYNAMIC_PICKUP_ID *
* INVALID_DYNAMIC_CP_ID *
* INVALID_DYNAMIC_RACE_CP_ID *
* INVALID_DYNAMIC_MAP_ICON_ID *
* INVALID_DYNAMIC_3D_TEXT_ID *
* INVALID_DYNAMIC_AREA_ID *
* INVALID_DYNAMIC_ACTOR_ID *
* INVALID_DYNAMIC_VEHICLE_ID *
* INVALID_PICKUP_ID *
* INVALID_STREAMER_COMPONENT *
* MAX_STREAM_SIZE *
* *
* Fixes: *
* DestroyDynamicObject -> Resets the variable after the destruction of the DynamicObject. *
* DestroyDynamicPickup -> Resets the variable after the destruction of the DynamicPickup. *
* DestroyDynamicCP -> Resets the variable after the destruction of the DynamicCP. *
* DestroyDynamicRaceCP -> Resets the variable after the destruction of the DynamicRaceCP. *
* DestroyDynamicMapIcon -> Resets the variable after the destruction of the DynamicMapIcon. *
* DestroyDynamic3DTextLabel -> Resets the variable after the destruction of the Dynamic3DTextLabel. *
* DestroyDynamicArea -> Resets the variable after the destruction of the DynamicArea. *
* DestroyDynamicActor -> Resets the variable after the destruction of the DynamicActor. *
* DestroyDynamicVehicle -> Resets the variable after the destruction of the DynamicVehicle. *
* DestroyObject -> Resets the variable after the destruction of the Object. *
* DestroyPlayerObject -> Resets the variable after the destruction of the PlayerObject. *
* DestroyPickup -> Resets the variable after the destruction of the Pickup. *
* Delete3DTextLabel -> Resets the variable after the destruction of the 3DTextLabel. *
* DeletePlayer3DTextLabel -> Resets the variable after the destruction of the Player3DTextLabel. *
* AttachDynamicObjectToObject -> Changes the priority of the parent to be greater than the priority of sub-objects. *
* *
*******************************************************************************************************************************************/
stock GetDynamicObjectModel(objectid){
return Streamer_GetIntData(STREAMER_TYPE_OBJECT,objectid,E_STREAMER_MODEL_ID);
}
stock GetDynamicObjectModel(objectid){ return Streamer_GetIntData(STREAMER_TYPE_OBJECT,objectid,E_STREAMER_MODEL_ID); }
#define GetDynamicObjectModel(%0) Streamer_GetIntData(STREAMER_TYPE_OBJECT,%0,E_STREAMER_MODEL_ID);
IsPointInArea(Float:x,Float:y,Float:z,Float:minx,Float:miny,Float:minz,Float:maxx,Float:maxy,Float:maxz);
IsPointInAreaEx(Float:x,Float:y,Float:z,Float:minx,Float:miny,Float:minz,Float:maxx,Float:maxy,Float:maxz,pointworldid,pointinteriorid,areaworldid,areainteriorid);
DestroyVehicleDynamicObject(vehicleid);
DeattachVehicleDynamicObject(vehicleid);
You need to use macros for optimization. Calling an extra pawn function layer is horrible.
|
I did, but not for all
Do you have a proposal for what else might be useful? |
SetDynamicObjectMoveSpeed(objectid,Float:speed);
SetDynamicCPSize(checkpointid,Float:size);
SetDynamicRaceCPSize(checkpointid,Float:size);
SetObjectPosAndRot(objectid,Float:x,Float:y,Float:z,Float:rx,Float:ry,Float:rz);
GetObjectPosAndRot(objectid,&Float:x,&Float:y,&Float:z,&Float:rx,&Float:ry,&Float:rz);
DestroyObjects();
CountObjects();
DestroyPlayerDynamicObject(playerid);
DeattachPlayerDynamicObject(playerid);
GetDynamicObjectModel(objectid);
SetDynamicObjectModel(objectid,modelid);
SetDynamicObjectVW(objectid,worldid);
SetDynamicObjectINT(objectid,interiorid);
SetDynamicObjectSD(objectid,Float:streamdistance);
SetDynamicObjectDD(objectid,Float:drawdistance);
GetDynamicObjectVW(objectid);
GetDynamicObjectINT(objectid);
DestroyDynamicObjectsInCube(Float:minx,Float:miny,Float:minz,Float:maxx,Float:maxy,Float:maxz,worldid = -1,interiorid = -1);
DestroyDynamicObjectsInCubeFM(Float:minx,Float:miny,Float:minz,Float:maxx,Float:maxy,Float:maxz,worldid = -1,interiorid = -1);
Objects Functions:
GetDynamicObjectModel(objectid);
SetDynamicObjectModel(objectid,modelid);
GetDynamicObjectVW(objectid);
SetDynamicObjectVW(objectid,worldid);
GetDynamicObjectINT(objectid);
SetDynamicObjectINT(objectid,interiorid);
GetDynamicObjectSD(objectid,&Float:streamdistance);
SetDynamicObjectSD(objectid,Float:streamdistance);
GetDynamicObjectDD(objectid,&Float:drawdistance);
SetDynamicObjectDD(objectid,Float:drawdistance);
GetDynamicObjectPosAndRot(objectid,&Float:x,&Float:y,&Float:z,&Float:rx,&Float:ry,&Float:rz);
SetDynamicObjectPosAndRot(objectid,Float:x,Float:y,Float:z,Float:rx,Float:ry,Float:rz);
GetDynamicObjectMoveSpeed(objectid,&Float:speed);
SetDynamicObjectMoveSpeed(objectid,Float:speed);
GetDynamicObjectMovePos(objectid,&Float:x,&Float:y,&Float:z);
SetDynamicObjectMovePos(objectid,Float:x,Float:y,Float:z);
GetDynamicObjectMoveRot(objectid,&Float:rx,&Float:ry,&Float:rz);
SetDynamicObjectMoveRot(objectid,Float:rx = -1000.0,Float:ry = -1000.0,Float:rz = -1000.0);
GetDynamicObjectMoveTime(objectid,&objstate,&rtime);
SetDynamicObjectAttachSync(objectid,syncrotation);
ResetDynamicObjectMaterial(objectid,materialindex);
ResetDynamicObjectMaterialAll(objectid);
DeattachObjectDynamicObject(objectid);
DeattachDynamicObjectComponent(objectid,type);
DestroyDynamicObjectComponent(objectid,type);
RebuildDynamicObject(objectid,...);
GetDynamicObjectArea(objectid);
SetDynamicObjectArea(objectid,areaid);
GetDynamicObjectPriority(objectid);
SetDynamicObjectPriority(objectid,priority);
SAMP Functions:
GetObjectPosAndRot(objectid,&Float:x,&Float:y,&Float:z,&Float:rx,&Float:ry,&Float:rz);
SetObjectPosAndRot(objectid,Float:x,Float:y,Float:z,Float:rx,Float:ry,Float:rz);
CountObjects();
CountVehicles();
CountPlayerObjects(playerid,bool:streamer = false);
DestroyObjects();
DestroyVehicles();
DestroyPlayerObjects(playerid,bool:streamer = false);
GangZoneDestroyAll();
Cube Functions:
DestroyDynamicObjectsInCube(Float:minx,Float:miny,Float:minz,Float:maxx,Float:maxy,Float:maxz,worldid = -1,interiorid = -1);
DestroyDynamicObjectsInCubeFM(modelid,Float:minx,Float:miny,Float:minz,Float:maxx,Float:maxy,Float:maxz,worldid = -1,interiorid = -1);
IsPointInArea(Float:x,Float:y,Float:z,Float:minx,Float:miny,Float:minz,Float:maxx,Float:maxy,Float:maxz);
IsPointInAreaEx(Float:x,Float:y,Float:z,Float:minx,Float:miny,Float:minz,Float:maxx,Float:maxy,Float:maxz,vw1,int1,vw2,int2);
Vehicle Functions:
DestroyVehicleDynamicObject(vehicleid);
DeattachVehicleDynamicObject(vehicleid);
Check Point Functions:
GetDynamicCPPos(checkpointid,&Float:x,&Float:y,&Float:z);
SetDynamicCPPos(checkpointid,Float:x,Float:y,Float:z);
GetDynamicCPSize(checkpointid,&Float:size);
SetDynamicCPSize(checkpointid,Float:size);
GetDynamicCPVW(checkpointid);
SetDynamicCPVW(checkpointid,worldid);
GetDynamicCPINT(checkpointid);
SetDynamicCPINT(checkpointid,interiorid);
GetDynamicCPSD(checkpointid,&Float:streamdistance);
SetDynamicCPSD(checkpointid,Float:streamdistance);
GetDynamicCPArea(checkpointid);
SetDynamicCPArea(checkpointid,areaid);
GetDynamicCPPriority(checkpointid);
SetDynamicCPPriority(checkpointid,priority);
Race Check Point Functions:
GetDynamicRaceCPPos(checkpointid,&Float:x,&Float:y,&Float:z);
SetDynamicRaceCPPos(checkpointid,Float:x,Float:y,Float:z);
GetDynamicRaceCPNext(checkpointid,&Float:nextx,&Float:nexty,&Float:nextz);
SetDynamicRaceCPNext(checkpointid,Float:nextx,Float:nexty,Float:nextz);
GetDynamicRaceCPType(checkpointid);
SetDynamicRaceCPType(checkpointid,type);
GetDynamicRaceCPSize(checkpointid,&Float:size);
SetDynamicRaceCPSize(checkpointid,Float:size);
GetDynamicRaceCPVW(checkpointid);
SetDynamicRaceCPVW(checkpointid,worldid);
GetDynamicRaceCPINT(checkpointid);
SetDynamicRaceCPINT(checkpointid,interiorid);
GetDynamicRaceCPSD(checkpointid,&Float:streamdistance);
SetDynamicRaceCPSD(checkpointid,Float:streamdistance);
GetDynamicRaceCPArea(checkpointid);
SetDynamicRaceCPArea(checkpointid,areaid);
GetDynamicRaceCPPriority(checkpointid);
SetDynamicRaceCPPriority(checkpointid,priority);
Player Functions:
DestroyPlayerDynamicObject(playerid);
DeattachPlayerDynamicObject(playerid);
MapIcon Functions:
GetDynamicMapIconPos(iconid,&Float:x,&Float:y,&Float:z);
SetDynamicMapIconPos(iconid,Float:x,Float:y,Float:z);
GetDynamicMapIconType(iconid);
SetDynamicMapIconType(iconid,type);
GetDynamicMapIconStyle(iconid);
SetDynamicMapIconStyle(iconid,style);
GetDynamicMapIconVW(iconid);
SetDynamicMapIconVW(iconid,worldid);
GetDynamicMapIconINT(iconid);
SetDynamicMapIconINT(iconid,interiorid);
GetDynamicMapIconSD(iconid,&Float:streamdistance);
SetDynamicMapIconSD(iconid,Float:streamdistance);
SetDynamicMapIconColor(iconid,color);
GetDynamicMapIconColor(iconid);
GetDynamicMapIconArea(iconid);
SetDynamicMapIconArea(iconid,areaid);
GetDynamicMapIconPriority(iconid);
SetDynamicMapIconPriority(iconid,priority);
Pickup Functions:
GetDynamicPickupPos(pickupid,&Float:x,&Float:y,&Float:z);
SetDynamicPickupPos(pickupid,Float:x,Float:y,Float:z);
GetDynamicPickupModel(pickupid);
SetDynamicPickupModel(pickupid,modelid);
GetDynamicPickupVW(pickupid);
SetDynamicPickupVW(pickupid,worldid);
GetDynamicPickupINT(pickupid);
SetDynamicPickupINT(pickupid,interiorid);
GetDynamicPickupSD(pickupid,&Float:streamdistance);
SetDynamicPickupSD(pickupid,Float:streamdistance);
GetDynamicPickupType(pickupid);
SetDynamicPickupType(pickupid,type);
GetDynamicPickupArea(pickupid);
SetDynamicPickupArea(pickupid,areaid);
GetDynamicPickupPriority(pickupid);
SetDynamicPickupPriority(pickupid,priority);
3DText Functions:
GetDynamic3DTextPos(Text3D:id,&Float:x,&Float:y,&Float:z);
SetDynamic3DTextPos(Text3D:id,Float:x,Float:y,Float:z);
GetDynamic3DTextDD(Text3D:id,Float:drawdistance);
SetDynamic3DTextDD(Text3D:id,Float:drawdistance);
GetDynamic3DTextSD(Text3D:id,&Float:streamdistance);
SetDynamic3DTextSD(Text3D:id,Float:streamdistance);
GetDynamic3DTextVW(Text3D:id);
SetDynamic3DTextVW(Text3D:id,worldid);
GetDynamic3DTextINT(Text3D:id);
SetDynamic3DTextINT(Text3D:id,interiorid);
GetDynamic3DTextColor(Text3D:id);
SetDynamic3DTextColor(Text3D:id,color);
GetDynamic3DTextArea(Text3D:id);
SetDynamic3DTextArea(Text3D:id,areaid);
GetDynamic3DTextPriority(Text3D:id);
SetDynamic3DTextPriority(Text3D:id,priority);
SetDynamic3DTextTestLos(Text3D:id,testlos);
SetDynamic3DTextAttachPlayer(Text3D:id,attachedplayer);
SetDynamic3DTextAttachVehicle(Text3D:id,attachedvehicle);
Area Functions:
GetDynamicCirclePos(areaid,&Float:x,&Float:y);
SetDynamicCirclePos(areaid,Float:x,Float:y);
GetDynamicCylinderPos(areaid,&Float:x,&Float:y,&Float:minz,&Float:maxz);
SetDynamicCylinderPos(areaid,Float:x,Float:y,Float:minz,Float:maxz);
GetDynamicSpherePos(areaid,&Float:x,&Float:y,&Float:z);
SetDynamicSpherePos(areaid,Float:x,Float:y,Float:z);
GetDynamicRectanglePos(areaid,&Float:minx,&Float:miny,&Float:maxx,&Float:maxy);
SetDynamicRectanglePos(areaid,Float:minx,Float:miny,Float:maxx,Float:maxy);
GetDynamicCubePos(areaid,&Float:minx,&Float:miny,&Float:minz,&Float:maxx,&Float:maxy,&Float:maxz);
SetDynamicCubePos(areaid,Float:minx,Float:miny,Float:minz,Float:maxx,Float:maxy,Float:maxz);
GetDynamicCuboidPos(areaid,&Float:minx,&Float:miny,&Float:minz,&Float:maxx,&Float:maxy,&Float:maxz);
SetDynamicCuboidPos(areaid,Float:minx,Float:miny,Float:minz,Float:maxx,Float:maxy,Float:maxz);
GetDynamicAreaVW(areaid);
SetDynamicAreaVW(areaid,worldid);
GetDynamicAreaINT(areaid);
SetDynamicAreaINT(areaid,interiorid);
GetDynamicAreaSize(areaid,Float:size);
SetDynamicAreaSize(areaid,Float:size);
Anti Area Functions:
IsPointInAntiArea(areaid,Float:x,Float:y,Float:z);
IsPlayerInAntiArea(playerid,areaid,recheck = 0);
IsPlayerInAnyAntiArea(playerid,recheck = 0);
IsAnyPlayerInAntiArea(areaid,recheck = 0);
IsAnyPlayerInAnyAntiArea(recheck = 0);
Anti Area Callbacks:
OnPlayerEnterAntiArea(playerid,areaid);
OnPlayerLeaveAntiArea(playerid,areaid);
Pool Size Functions:
GetDynamicObjectPoolSize();
GetDynamicPickupPoolSize();
GetDynamicCPPoolSize();
GetDynamicRaceCPPoolSize();
GetDynamicMapIconPoolSize();
GetDynamic3DTextPoolSize();
GetDynamicAreaPoolSize();
Update Functions:
UpdateAllDynamicElements();
UpdateAllDynamicObjects();
UpdateAllDynamicPickups();
UpdateAllDynamicCPs();
UpdateAllDynamicRaceCPs();
UpdateAllDynamicMapIcons();
UpdateAllDynamic3DTextLabels();
UpdateAllDynamicAreas();
Foreach Functions:
ForDynamicObjects(variable);
ForDynamicPickups(variable);
ForDynamicCPs(variable);
ForDynamicRaceCPs(variable);
ForDynamicMapIcons(variable);
ForDynamic3DTextLabels(variable);
ForDynamicAreas(variable);
Extended Functions:
bool:IsValidStreamer(version);
GetStreamerVersion();
GetValidStreamerVersion();
GetStreamerVersionName(name[], value = GET_STREAMER_VERSION, maxdest = sizeof name);
ResetDynamicObjectMaterial(objectid,materialindex);
ResetDynamicObjectMaterialAll(objectid);
#define DISABLE_STREAMER_SPEC_CHECK //Turn off check streamer version
//returns the number of destroyed vehicles:
DestroyVehicles();
//returns the number of destroyed objects:
DestroyObjects(); //returns the number of destroyed objects
DestroyPlayerObjects(playerid,bool:streamer = false);
DestroyDynamicObjectsInCube(Float:minx,Float:miny,Float:minz,Float:maxx,Float:maxy,Float:maxz,worldid = -1,interiorid = -1);
DestroyDynamicObjectsInCubeFM(modelid,Float:minx,Float:miny,Float:minz,Float:maxx,Float:maxy,Float:maxz,worldid = -1,interiorid = -1);
DestroyVehicleDynamicObject(vehicleid);
DestroyPlayerDynamicObject(playerid);
//returns the number of deattached objects:
DeattachVehicleDynamicObject(vehicleid4);
DeattachPlayerDynamicObject(playerid);
//returns the number of destroyed components:
DestroyDynamicObjectComponent(objectid,type);
//returns the number of deattached components:
DeattachDynamicObjectComponent(objectid,type);
DestroyPickup
Delete3DTextLabel
DeletePlayer3DTextLabel
GetNearestVisibleItem(playerid,type);
GetNearestVisibleObject(playerid);
GetNearestVisiblePickup(playerid);
GetNearestVisibleMapIcon(playerid);
GetNearestVisible3DText(playerid);
#define ENABLE_BULLET_DYNAMIC_OBJECT //Turn on call OnPlayerWeaponShot when we shoot in a dynamic object
GetNearestVisibleCP(playerid);
GetNearestVisibleRaceCP(playerid);
GetNearestVisibleArea(playerid);
GetStreamDatagram(type,id,data[]);
SetStreamDatagram(type,id,data[]);
RemoveStreamDatagram(type,id);
bool:IsSetStreamDatagram(type,id);
GetDynamicObjectDatagram(objectid,data[]);
SetDynamicObjectDatagram(objectid,data[]);
RemoveDynamicObjectDatagram(objectid,data[]);
bool:IsSetDynamicObjectDatagram(objectid);
GetDynamicPickupDatagram(pickupid,data[]);
SetDynamicPickupDatagram(pickupid,data[]);
RemoveDynamicPickupDatagram(pickupid,data[]);
bool:IsSetDynamicPickupDatagram(pickupid);
GetDynamicCPDatagram(checkpointid,data[]);
SetDynamicCPDatagram(checkpointid,data[]);
RemoveDynamicCPDatagram(checkpointid,data[]);
bool:IsSetDynamicCPDatagram(checkpointid);
GetDynamicRaceCPDatagram(checkpointid,data[]);
SetDynamicRaceCPDatagram(checkpointid,data[]);
RemoveDynamicRaceCPDatagram(checkpointid,data[]);
bool:IsSetDynamicRaceCPDatagram(checkpointid);
GetDynamicMapIconDatagram(iconid,data[]);
SetDynamicMapIconDatagram(iconid,data[]);
RemoveDynamicMapIconDatagram(iconid,data[]);
bool:IsSetDynamicMapIconDatagram(iconid);
GetDynamic3DTextDatagram(Text3D:id,data[]);
SetDynamic3DTextDatagram(Text3D:id,data[]);
RemoveDynamic3DTextDatagram(Text3D:id,data[]);
bool:IsSetDynamic3DTextDatagram(Text3D:id);
GetDynamicAreaDatagram(areaid,data[]);
SetDynamicAreaDatagram(areaid,data[]);
RemoveDynamicAreaDatagram(areaid,data[]);
bool:IsSetDynamicAreaDatagram(areaid);
new obj = CreateDynamicObject(4563,1586.7998000,-830.4003900,1053.0000000,90.0000000,90.0000000,0.0000000);
SetDynamicObjectDatagram(obj,"Test Object Datagram");
new buf[MAX_STREAM_SIZE];
GetDynamicObjectDatagram(obj,buf);
printf("Object: %d Datagram: '%s'",obj,buf);
IsValidVehicle(vehicleid);