Originally Posted by focaximubh
pawn Код:
/* SA-MP Functions * * © Copyright 2005-2012, SA-MP Team * */
#if defined _samp_included #endinput #endif #define _samp_included #pragma library samp
#pragma tabsize 4 // Ignores warning 217 for properly indented PAWNO code // It's tab size is 4 and often uses 4 spaces instead, PAWNCC's is 8
#include <core> #include <float> #include <string> #include <file> #include <time> #include <datagram> #include <a_players> #include <a_vehicles> #include <a_objects> #include <a_sampdb>
// Limits and internal constants #define MAX_PLAYER_NAME (24) #define MAX_PLAYERS (500) #define MAX_VEHICLES (2000) #define INVALID_PLAYER_ID (0xFFFF) #define INVALID_VEHICLE_ID (0xFFFF) #define NO_TEAM (255) #define MAX_OBJECTS (1000) #define INVALID_OBJECT_ID (0xFFFF) #define MAX_GANG_ZONES (1024) #define MAX_TEXT_DRAWS (2048) #define MAX_PLAYER_TEXT_DRAWS (256) #define MAX_MENUS (128) #define MAX_3DTEXT_GLOBAL (1024) #define MAX_3DTEXT_PLAYER (1024) #define MAX_PICKUPS (4096) #define INVALID_MENU (0xFF) #define INVALID_TEXT_DRAW (0xFFFF) #define INVALID_GANG_ZONE (-1) #define INVALID_3DTEXT_ID (0xFFFF)
// -------------------------------------------------- // Natives // --------------------------------------------------
// Util native print(const string[]); native printf(const format[], {Float,_}:...); native format(output[], len, const format[], {Float,_}:...); native SendClientMessage(playerid, color, const message[]); native SendClientMessageToAll(color, const message[]); native SendPlayerMessageToPlayer(playerid, senderid, const message[]); native SendPlayerMessageToAll(senderid, const message[]); native SendDeathMessage(killer,killee,weapon); native GameTextForAll(const string[],time,style); native GameTextForPlayer(playerid,const string[],time,style); native SetTimer(funcname[], interval, repeating); native SetTimerEx(funcname[], interval, repeating, const format[], {Float,_}:...); native KillTimer(timerid); native GetTickCount(); native GetMaxPlayers(); native CallRemoteFunction(const function[], const format[], {Float,_}:...); native CallLocalFunction(const function[], const format[], {Float,_}:...); native Float:asin(Float:value); native Float:acos(Float:value); native Float:atan(Float:value); native Float:atan2(Float:x, Float:y);
// Game native SetGameModeText(const string[]); native SetTeamCount(count); native AddPlayerClass(modelid, Float:spawn_x, Float:spawn_y, Float:spawn_z, Float:z_angle, weapon1, weapon1_ammo, weapon2, weapon2_ammo, weapon3, weapon3_ammo); native AddPlayerClassEx(teamid, modelid, Float:spawn_x, Float:spawn_y, Float:spawn_z, Float:z_angle, weapon1, weapon1_ammo, weapon2, weapon2_ammo, weapon3, weapon3_ammo); native AddStaticVehicle(modelid, Float:spawn_x, Float:spawn_y, Float:spawn_z, Float:z_angle, color1, color2); native AddStaticVehicleEx(modelid, Float:spawn_x, Float:spawn_y, Float:spawn_z, Float:z_angle, color1, color2, respawn_delay); native AddStaticPickup(model, type, Float:X, Float:Y, Float:Z, virtualworld = 0); native CreatePickup(model, type, Float:X, Float:Y, Float:Z, virtualworld = 0); native DestroyPickup(pickup); native ShowNameTags(show); native ShowPlayerMarkers(mode); native GameModeExit(); native SetWorldTime(hour); native GetWeaponName(weaponid, const weapon[], len); native EnableTirePopping(enable); // deprecated function native EnableVehicleFriendlyFire(); native AllowInteriorWeapons(allow); native SetWeather(weatherid); native SetGravity(Float:gravity); native AllowAdminTeleport(allow); native SetDeathDropAmount(amount); native CreateExplosion(Float:X, Float:Y, Float:Z, type, Float:Radius); native EnableZoneNames(enable); native UsePlayerPedAnims(); // Will cause the players to use CJ running/walking animations native DisableInteriorEnterExits(); // will disable all interior enter/exits in the game. native SetNameTagDrawDistance(Float:distance); // Distance at which nametags will start rendering on the client. native DisableNameTagLOS(); // Disables the nametag Line-Of-Sight checking native LimitGlobalChatRadius(Float:chat_radius); native LimitPlayerMarkerRadius(Float:marker_radius);
// Npc native ConnectNPC(name[], script[]); native IsPlayerNPC(playerid);
// Admin native IsPlayerAdmin(playerid); native Kick(playerid); native Ban(playerid); native BanEx(playerid, const reason[]); native SendRconCommand(command[]); native GetServerVarAsString(const varname[], buffer[], len); native GetServerVarAsInt(const varname[]); native GetServerVarAsBool(const varname[]); native GetPlayerNetworkStats(playerid, retstr[], retstr_size); native GetNetworkStats(retstr[], retstr_size); native GetPlayerVersion(playerid, const version[], len); // Returns the SA-MP client revision as reported by the player
// Menu native Menu:CreateMenu(const title[], columns, Float:x, Float:y, Float:col1width, Float:col2width = 0.0); native DestroyMenu(Menu:menuid); native AddMenuItem(Menu:menuid, column, const menutext[]); native SetMenuColumnHeader(Menu:menuid, column, const columnheader[]); native ShowMenuForPlayer(Menu:menuid, playerid); native HideMenuForPlayer(Menu:menuid, playerid); native IsValidMenu(Menu:menuid); native DisableMenu(Menu:menuid); native DisableMenuRow(Menu:menuid, row); native Menu:GetPlayerMenu(playerid);
// Text Draw #define TEXT_DRAW_FONT_SPRITE_DRAW 4 #define TEXT_DRAW_FONT_MODEL_PREVIEW 5
native Text:TextDrawCreate(Float:x, Float:y, text[]); native TextDrawDestroy(Text:text); native TextDrawLetterSize(Text:text, Float:x, Float:y); native TextDrawTextSize(Text:text, Float:x, Float:y); native TextDrawAlignment(Text:text, alignment); native TextDrawColor(Text:text, color); native TextDrawUseBox(Text:text, use); native TextDrawBoxColor(Text:text, color); native TextDrawSetShadow(Text:text, size); native TextDrawSetOutline(Text:text, size); native TextDrawBackgroundColor(Text:text, color); native TextDrawFont(Text:text, font); native TextDrawSetProportional(Text:text, set); native TextDrawSetSelectable(Text:text, set); native TextDrawShowForPlayer(playerid, Text:text); native TextDrawHideForPlayer(playerid, Text:text); native TextDrawShowForAll(Text:text); native TextDrawHideForAll(Text:text); native TextDrawSetString(Text:text, string[]); native TextDrawSetPreviewModel(Text:text, modelindex); native TextDrawSetPreviewRot(Text:text, Float:fRotX, Float:fRotY, Float:fRotZ, Float:fZoom = 1.0); native TextDrawSetPreviewVehCol(Text:text, color1, color2);
// Gang Zones native GangZoneCreate(Float:minx, Float:miny, Float:maxx, Float:maxy); native GangZoneDestroy(zone); native GangZoneShowForPlayer(playerid, zone, color); native GangZoneShowForAll(zone, color); native GangZoneHideForPlayer(playerid, zone); native GangZoneHideForAll(zone); native GangZoneFlashForPlayer(playerid, zone, flashcolor); native GangZoneFlashForAll(zone, flashcolor); native GangZoneStopFlashForPlayer(playerid, zone); native GangZoneStopFlashForAll(zone);
// Global 3D Text Labels native Text3D:Create3DTextLabel(text[], color, Float:X, Float:Y, Float:Z, Float:DrawDistance, virtualworld, testLOS=0); native Delete3DTextLabel(Text3D:id); native Attach3DTextLabelToPlayer(Text3D:id, playerid, Float:OffsetX, Float:OffsetY, Float:OffsetZ); native Attach3DTextLabelToVehicle(Text3D:id, vehicleid, Float:OffsetX, Float:OffsetY, Float:OffsetZ); native Update3DTextLabelText(Text3D:id, color, text[]);
// Per-player 3D Text Labels native PlayerText3D:CreatePlayer3DTextLabel(playerid, text[], color, Float:X, Float:Y, Float:Z, Float:DrawDistance, attachedplayer=INVALID_PLAYER_ID, attachedvehicle=INVALID_VEHICLE_ID, testLOS=0); native DeletePlayer3DTextLabel(playerid, PlayerText3D:id); native UpdatePlayer3DTextLabelText(playerid, PlayerText3D:id, color, text[]);
// Player GUI Dialog #define DIALOG_STYLE_MSGBOX 0 #define DIALOG_STYLE_INPUT 1 #define DIALOG_STYLE_LIST 2 #define DIALOG_STYLE_PASSWORD 3
native ShowPlayerDialog(playerid, dialogid, style, caption[], info[], button1[], button2[]);
// -------------------------------------------------- // Defines // --------------------------------------------------
// States #define PLAYER_STATE_NONE (0) #define PLAYER_STATE_ONFOOT (1) #define PLAYER_STATE_DRIVER (2) #define PLAYER_STATE_PASSENGER (3) #define PLAYER_STATE_EXIT_VEHICLE (4) // (used internally) #define PLAYER_STATE_ENTER_VEHICLE_DRIVER (5) // (used internally) #define PLAYER_STATE_ENTER_VEHICLE_PASSENGER (6) // (used internally) #define PLAYER_STATE_WASTED (7) #define PLAYER_STATE_SPAWNED (8) #define PLAYER_STATE_SPECTATING (9)
// Marker modes used by ShowPlayerMarkers() #define PLAYER_MARKERS_MODE_OFF (0) #define PLAYER_MARKERS_MODE_GLOBAL (1) #define PLAYER_MARKERS_MODE_STREAMED (2)
// Weapons #define WEAPON_BRASSKNUCKLE (1) #define WEAPON_GOLFCLUB (2) #define WEAPON_NITESTICK (3) #define WEAPON_KNIFE (4) #define WEAPON_BAT (5) #define WEAPON_SHOVEL (6) #define WEAPON_POOLSTICK (7) #define WEAPON_KATANA (8) #define WEAPON_CHAINSAW (9) #define WEAPON_DILDO (10) #define WEAPON_DILDO2 (11) #define WEAPON_VIBRATOR (12) #define WEAPON_VIBRATOR2 (13) #define WEAPON_FLOWER (14) #define WEAPON_CANE (15) #define WEAPON_GRENADE (16) #define WEAPON_TEARGAS (17) #define WEAPON_MOLTOV (18) #define WEAPON_COLT45 (22) #define WEAPON_SILENCED (23) #define WEAPON_DEAGLE (24) #define WEAPON_SHOTGUN (25) #define WEAPON_SAWEDOFF (26) #define WEAPON_SHOTGSPA (27) #define WEAPON_UZI (28) #define WEAPON_MP5 (29) #define WEAPON_AK47 (30) #define WEAPON_M4 (31) #define WEAPON_TEC9 (32) #define WEAPON_RIFLE (33) #define WEAPON_SNIPER (34) #define WEAPON_ROCKETLAUNCHER (35) #define WEAPON_HEATSEEKER (36) #define WEAPON_FLAMETHROWER (37) #define WEAPON_MINIGUN (38) #define WEAPON_SATCHEL (39) #define WEAPON_BOMB (40) #define WEAPON_SPRAYCAN (41) #define WEAPON_FIREEXTINGUISHER (42) #define WEAPON_CAMERA (43) #define WEAPON_PARACHUTE (46) #define WEAPON_VEHICLE (49) #define WEAPON_DROWN (53) #define WEAPON_COLLISION (54)
// Keys #define KEY_ACTION (1) #define KEY_CROUCH (2) #define KEY_FIRE (4) #define KEY_SPRINT (8) #define KEY_SECONDARY_ATTACK (16) #define KEY_JUMP (32) #define KEY_LOOK_RIGHT (64) #define KEY_HANDBRAKE (128) #define KEY_LOOK_LEFT (256) #define KEY_SUBMISSION (512) #define KEY_LOOK_BEHIND (512) #define KEY_WALK (1024) #define KEY_ANALOG_UP (2048) #define KEY_ANALOG_DOWN (4096) #define KEY_ANALOG_LEFT (8192) #define KEY_ANALOG_RIGHT (16384) #define KEY_YES (65536) #define KEY_NO (131072) #define KEY_CTRL_BACK (262144)
#define KEY_UP (-128) #define KEY_DOWN (128) #define KEY_LEFT (-128) #define KEY_RIGHT (128)
// -------------------------------------------------- // Forwards (Callback declarations) // --------------------------------------------------
forward OnGameModeInit(); forward OnGameModeExit(); forward OnFilterScriptInit(); forward OnFilterScriptExit(); forward OnPlayerConnect(playerid); forward OnPlayerDisconnect(playerid, reason); forward OnPlayerSpawn(playerid); forward OnPlayerDeath(playerid, killerid, reason); forward OnVehicleSpawn(vehicleid); forward OnVehicleDeath(vehicleid, killerid); forward OnPlayerText(playerid, text[]); forward OnPlayerCommandText(playerid, cmdtext[]); forward OnPlayerRequestClass(playerid, classid); forward OnPlayerEnterVehicle(playerid, vehicleid, ispassenger); forward OnPlayerExitVehicle(playerid, vehicleid); forward OnPlayerStateChange(playerid, newstate, oldstate); forward OnPlayerEnterCheckpoint(playerid); forward OnPlayerLeaveCheckpoint(playerid); forward OnPlayerEnterRaceCheckpoint(playerid); forward OnPlayerLeaveRaceCheckpoint(playerid); forward OnRconCommand(cmd[]); forward OnPlayerRequestSpawn(playerid); forward OnObjectMoved(objectid); forward OnPlayerObjectMoved(playerid, objectid); forward OnPlayerPickUpPickup(playerid, pickupid); forward OnVehicleMod(playerid, vehicleid, componentid); forward OnEnterExitModShop(playerid, enterexit, interiorid); forward OnVehiclePaintjob(playerid, vehicleid, paintjobid); forward OnVehicleRespray(playerid, vehicleid, color1, color2); forward OnVehicleDamageStatusUpdate(vehicleid, playerid); forward OnUnoccupiedVehicleUpdate(vehicleid, playerid, passenger_seat); forward OnPlayerSelectedMenuRow(playerid, row); forward OnPlayerExitedMenu(playerid); forward OnPlayerInteriorChange(playerid, newinteriorid, oldinteriorid); forward OnPlayerKeyStateChange(playerid, newkeys, oldkeys); forward OnRconLoginAttempt( ip[], password[], success ); forward OnPlayerUpdate(playerid); forward OnPlayerStreamIn(playerid, forplayerid); forward OnPlayerStreamOut(playerid, forplayerid); forward OnVehicleStreamIn(vehicleid, forplayerid); forward OnVehicleStreamOut(vehicleid, forplayerid); forward OnDialogResponse(playerid, dialogid, response, listitem, inputtext[]); forward OnPlayerTakeDamage(playerid, issuerid, Float:amount, weaponid); forward OnPlayerGiveDamage(playerid, damagedid, Float:amount, weaponid); forward OnPlayerClickMap(playerid, Float:fX, Float:fY, Float:fZ); forward OnPlayerClickTextDraw(playerid, Text:clickedid); forward OnPlayerClickPlayerTextDraw(playerid, PlayerText:playertextid);
#define CLICK_SOURCE_SCOREBOARD 0 forward OnPlayerClickPlayer(playerid, clickedplayerid, source);
#define EDIT_RESPONSE_CANCEL 0 #define EDIT_RESPONSE_FINAL 1 #define EDIT_RESPONSE_UPDATE 2
forward OnPlayerEditObject( playerid, playerobject, objectid, response, Float:fX, Float:fY, Float:fZ, Float:fRotX, Float:fRotY, Float:fRotZ );
forward OnPlayerEditAttachedObject( playerid, response, index, modelid, boneid, Float:fOffsetX, Float:fOffsetY, Float:fOffsetZ, Float:fRotX, Float:fRotY, Float:fRotZ, Float:fScaleX, Float:fScaleY, Float:fScaleZ );
#define SELECT_OBJECT_GLOBAL_OBJECT 1 #define SELECT_OBJECT_PLAYER_OBJECT 2
forward OnPlayerSelectObject(playerid, type, objectid, modelid, Float:fX, Float:fY, Float:fZ);
// --------------------------------------------------
Atualize a sua a_samp com esse cуdigo acima substitua tua include por essa e atualize sua a_players por essa:
pawn Код:
/* SA-MP Player Functions * * © Copyright 2005-2012, SA-MP Team * */
#if defined _players_included #endinput #endif #define _players_included #pragma library players
#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_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
// Player 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);
// Player info 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, weaponslot, ammo); native GetPlayerAmmo(playerid); native GetPlayerWeaponState(playerid); native GetPlayerTargetPlayer(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 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, name[], len); native GetPlayerPing(playerid); native GetPlayerWeapon(playerid); native GetPlayerKeys(playerid, &keys, &updown, &leftright); native GetPlayerName(playerid, const name[], len); 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, 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, shopname[]); native SetPlayerSkillLevel(playerid, skill, level); native GetPlayerSurfingVehicleID(playerid); native GetPlayerSurfingObjectID(playerid); native RemoveBuildingForPlayer(playerid, modelid, Float:fX, Float:fY, Float:fZ, Float:fRadius);
// Attached to bone objects
#define MAX_PLAYER_ATTACHED_OBJECTS 10 // This is the number of attached indexes available ie 10 = 0-9
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);
// Per-player TextDraws native PlayerText:CreatePlayerTextDraw(playerid, Float:x, Float:y, 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, 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);
// Per-player variable system (PVars) native SetPVarInt(playerid, varname[], int_value); native GetPVarInt(playerid, varname[]); native SetPVarString(playerid, varname[], string_value[]); native GetPVarString(playerid, varname[], string_return[], len); native SetPVarFloat(playerid, varname[], Float:float_value); native Float:GetPVarFloat(playerid, varname[]); native DeletePVar(playerid, varname[]);
// PVar enumeration #define PLAYER_VARTYPE_NONE 0 #define PLAYER_VARTYPE_INT 1 #define PLAYER_VARTYPE_STRING 2 #define PLAYER_VARTYPE_FLOAT 3
native GetPVarsUpperIndex(playerid); native GetPVarNameAtIndex(playerid, index, ret_varname[], ret_len); native GetPVarType(playerid, varname[]);
#define MAX_CHATBUBBLE_LENGTH 144 native SetPlayerChatBubble(playerid, text[], color, Float:drawdistance, expiretime);
// Player controls 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, animlib[], animname[], Float:fDelta, loop, lockx, locky, freeze, time, forcesync = 0); native ClearAnimations(playerid, forcesync = 0); native GetPlayerAnimationIndex(playerid); // return the index of any running applied animations (0 if none are running) native GetAnimationName(index, animlib[], len1, animname[], len2); // get the animation lib/name for the index native GetPlayerSpecialAction(playerid); native SetPlayerSpecialAction(playerid,actionid);
// Player world/map related 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);
#define MAPICON_LOCAL 0 // displays in the player's local are #define MAPICON_GLOBAL 1 // displays always #define MAPICON_LOCAL_CHECKPOINT 2 // displays in the player's local area and has a checkpoint marker #define MAPICON_GLOBAL_CHECKPOINT 3 // displays always and has a checkpoint marker
native SetPlayerMapIcon(playerid, iconid, Float:x, Float:y, Float:z, markertype, color, style = MAPICON_LOCAL); native RemovePlayerMapIcon(playerid, iconid);
native AllowPlayerTeleport(playerid, allow);
// Player camera native SetPlayerCameraPos(playerid,Float:x, Float:y, Float:z);
#define CAMERA_CUT 2 #define CAMERA_MOVE 1
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 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);
// Player conditionals native IsPlayerConnected(playerid); native IsPlayerInVehicle(playerid, vehicleid); native IsPlayerInAnyVehicle(playerid); native IsPlayerInCheckpoint(playerid); native IsPlayerInRaceCheckpoint(playerid);
// Virtual Worlds native SetPlayerVirtualWorld(playerid, worldid); native GetPlayerVirtualWorld(playerid);
// Insane Stunts native EnableStuntBonusForPlayer(playerid, enable); native EnableStuntBonusForAll(enable);
// Spectating #define SPECTATE_MODE_NORMAL 1 #define SPECTATE_MODE_FIXED 2 #define SPECTATE_MODE_SIDE 3
native TogglePlayerSpectating(playerid, toggle); native PlayerSpectatePlayer(playerid, targetplayerid, mode = SPECTATE_MODE_NORMAL); native PlayerSpectateVehicle(playerid, targetvehicleid, mode = SPECTATE_MODE_NORMAL);
// Recording for NPC playback #define PLAYER_RECORDING_TYPE_NONE 0 #define PLAYER_RECORDING_TYPE_DRIVER 1 #define PLAYER_RECORDING_TYPE_ONFOOT 2
native StartRecordingPlayerData(playerid, recordtype, recordname[]); native StopRecordingPlayerData(playerid);
native SelectTextDraw(playerid, hovercolor); // enables the mouse so the player can select a textdraw native CancelSelectTextDraw(playerid); // cancel textdraw selection with the mouse
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