02.07.2016, 18:22
(
Last edited by AbyssMorgan; 26/09/2019 at 04:45 PM.
Reason: Update v3.3.1
)
Include contains additional functions for vehicles.
New Extended Vehicle Functions (EVF V3)
Simple functions for GetVehicleDamageStatus, UpdateVehicleDamageStatus and more.
Some options will only work if the player is in a vehicle.
Download:
EVF.inc
Non-Registered Users:
Bug Report
New Extended Vehicle Functions (EVF V3)
Simple functions for GetVehicleDamageStatus, UpdateVehicleDamageStatus and more.
PHP Code:
/**********************************************************************************************************************************
* *
* )( Extended Vehicle Functions )( *
* *
* Copyright © 2019 Abyss Morgan. All rights reserved. *
* Contributors: Emmet_, Pottus, kvann, Hanger, Freaksken, Gammix, Yashas, Admigo, RIDE2DAY, Unrea1, Katarina Calzaghe *
* *
* Website: adm.ct8.pl *
* Download: adm.ct8.pl/r/download *
* *
* Plugins: Streamer *
* Modules: None *
* *
* File Version: 3.3.1 *
* Streamer Version: 2.9.4 *
* *
* Functions: *
* IsValidVehicleModelID(modelid); *
* GetVehiclePanels(vehicleid,&front_left,&front_right,&rear_left,&rear_right,&windshield,&front_bumper,&rear_bumper); *
* SetVehiclePanels(vehicleid,front_left,front_right,rear_left,rear_right,windshield,front_bumper,rear_bumper); *
* GetVehicleLights(vehicleid,&front_left_light,&front_right_light,&back_lights); *
* SetVehicleLights(vehicleid,front_left_light,front_right_light,back_lights); *
* GetVehicleDoors(vehicleid,&bonnet,&boot,&driver_door,&passenger_door); *
* SetVehicleDoors(vehicleid,bonnet,boot,driver_door,passenger_door); *
* GetVehicleTires(vehicleid,&front_left,&front_right,&rear_left,&rear_right); *
* SetVehicleTires(vehicleid,front_left,front_right,rear_left,rear_right); *
* GetVehicleWindowState(vehicleid,doorid); *
* SetVehicleWindowState(vehicleid,doorid,window_state); *
* GetVehicleDoorState(vehicleid,doorid); *
* SetVehicleDoorState(vehicleid,doorid,door_state); *
* IsValidVehicleDoor(vehicleid,doorid); *
* GetVehicleModelDoorAmount(modelid); *
* GetVehicleDoorAmount(vehicleid); *
* SwitchVehicleEngine(vehicleid,bool:engine_status); *
* SwitchVehicleLight(vehicleid,bool:light_status); *
* SwitchVehicleAlarm(vehicleid,bool:alarm_status); *
* SwitchVehicleDoors(vehicleid,bool:doors_status); *
* SwitchVehicleBonnet(vehicleid,bool:bonnet_status); *
* SwitchVehicleBoot(vehicleid,bool:boot_status); *
* SwitchVehicleObjective(vehicleid,bool:objective_status); *
* GetVehicleParams(vehicleid,type); *
* SetVehicleParams(vehicleid,type,status,delay = 0); *
* GetVehicleRandomColors(modelid,&color1,&color2); *
* GetNearestVehicleToPos(Float:x,Float:y,Float:z,worldid=-1,interiorid=-1,Float:maxdist=0.0,bool:fast=true,except_vid=0); *
* GetNearestVehicleToPlayer(playerid,Float:maxdist=0.0,bool:fast=false); *
* GetVehicleDriver(vehicleid); *
* Float:GetVehicleModelTopSpeed(modelid); *
* Float:GetVehicleTopSpeed(vehicleid); *
* SetVehicleInterior(vehicleid,interiorid); *
* GetVehicleSeats(vehicleid); *
* GetVehicleModelSeats(modelid); *
* IsVehicleSeatOccupied(vehicleid,seatid); *
* IsValidVehicle(vehicleid); *
* RemoveVehiclePaintjob(vehicleid); *
* SetVehicleHorn(vehicleid,soundid); *
* GetVehicleHorn(vehicleid); *
* RestoreVehicleHorn(vehicleid); *
* GetVehicleBomb(vehicleid); *
* IsVehicleBombed(vehicleid); *
* RemoveVehicleBomb(vehicleid); *
* SetVehicleBomb(vehicleid,time = 1000); *
* IsVehicleBombActivated(vehicleid); *
* Float:EVF::GetVehicleSpeed(vehicleid); *
* SetVehicleSpeedCap(vehicleid,Float:maxspeed); *
* Float:GetVehicleSpeedCap(vehicleid); *
* DisableVehicleSpeedCap(vehicleid); *
* SetVehicleFuel(vehicleid,fuel); *
* GetVehicleFuel(vehicleid); *
* ToggleVehicleFuel(vehicleid,bool:toggle); *
* IsVehicleFuelToggled(vehicleid); *
* ToggleVehicleSticky(vehicleid,bool:toggle); *
* IsVehicleSticky(vehicleid); *
* ToggleUnoccupiedVehicleDamage(vehicleid,bool:toggle); *
* IsUnoccupiedDamageToggled(vehicleid); *
* ToggleVehiclePetrolCapDestroy(vehicleid,bool:toggle); *
* IsPetrolCapDestroyToggled(vehicleid); *
* IsVehicleDamageToggled(vehicleid,type); *
* ToggleVehicleDamageUpdate(vehicleid,type,toggle); *
* GetVehicleNextSeat(vehicleid,passenger = 1); *
* TeleportVehicle(vehicleid,Float:x,Float:y,Float:z,Float:angle,worldid = -1,interiorid = -1); *
* GetVehicleSlotAttachedObject(vehicleid,slot); *
* IsObjectAttachedToVehicle(objectid,vehicleid); *
* EVF::UpdateVehicleDamage(vehicleid,type); *
* EVF::UpdateVehicleDamageStatus(vehicleid,type,update); *
* EVF::GetVehicleDamageStatus(vehicleid,type); *
* SetVehicleNeonLights(vehicleid,bool:enable = true,color = RED_NEON,slotid = 0); *
* VehicleSupportsNeonLights(modelid); *
* GetVehicleNeonLightsState(vehicleid,slotid = 0); *
* IsToggledVehicleBulletproof(vehicleid); *
* ToggleVehicleBulletproof(vehicleid,bool:toggle); *
* GetComponentName(componentid,name[],len = sizeof(name)); *
* GetComponentTypeName(component); *
* EVF::IsPlayerInModShop(playerid); *
* IsValidComponentForVehicle(vehicleid,componentid); *
* GetVehicleComponentPrice(componentid); *
* GetVehicleName(vehicleid); *
* GetVehicleModelName(modelid); *
* EVF::IsTrailer(vehicleid); *
* EVF::IsCarBlinking(vehicleid); *
* EVF::DisableCarBlinking(vehicleid); *
* EVF::SetCarBlinking(vehicleid,side,bool:skip=false); *
* EVF::ToggleVehicleBlinking(bool:toggle); *
* EVF::IsToggledVehicleBlinking(); *
* *
* Remote functions: *
* EVF_ImportVehicle(vehicleid,modelid,Float:x,Float:y,Float:z,Float:angle,color1,color2,worldid,interiorid,unoccupied_damage); *
* EVF_RemoveVehicle(vehicleid); *
* *
* Compatible with YSF Functions: *
* GetVehicleColor(vehicleid,&color1,&color2); *
* GetVehiclePaintjob(vehicleid); *
* GetVehicleInterior(vehicleid); *
* EVF::GetVehicleSpawnInfo(vehicleid,&Float:x,&Float:y,&Float:z,&Float:rotation,&worldid,&interiorid); *
* EVF::SetVehicleSpawnInfo(vehicleid,Float:x,Float:y,Float:z,Float:rotation,worldid,interiorid); *
* IsVehicleOccupied(vehicleid); *
* *
* Callbacks: *
* OnVehicleCreated(vehicleid); //Called when a vehicle is created. *
* OnVehicleDestroyed(vehicleid); //Called when a vehicle is deleted. *
* OnTrailerHooked(playerid,vehicleid,trailerid); //Called when a trailer is hooked. *
* OnTrailerUnhooked(playerid,vehicleid,trailerid); //Called when a trailer is unhooked. *
* OnPlayerShotVehicle(playerid,vehicleid,weaponid,Float:amount,bodypart); //Called when a player shoots at a vehicle. *
* OnVehiclePosChange(vehicleid,Float:newx,Float:newy,Float:newz,Float:newangle,Float:oldx,Float:oldy,Float:oldz,Float:oldangle); *
* OnVehicleVelocityChange(vehicleid,Float:newx,Float:newy,Float:newz,Float:oldx,Float:oldy,Float:oldz); *
* OnVehicleHealthChange(vehicleid,Float:newhealth,Float:oldhealth); *
* OnVehicleFuelChange(vehicleid,newfuel,oldfuel); *
* OnVehicleBombDeactivate(vehicleid); *
* OnVehicleBombExplode(vehicleid); *
* OnPlayerEditVehicle(playerid,vehicleid,response,Float:fX,Float:fY,Float:fZ,Float:fRotZ); *
* OnPlayerEditVehicleObject(playerid,vehicleid,response,Float:x,Float:y,Float:z,Float:rx,Float:ry,Float:rz); *
* OnPlayerReachSpeedCapLimit(playerid,vehicleid,Float:speed); *
* OnVehicleBombActivate(vehicleid); *
* OnVehicleModEx(playerid,vehicleid,componentid,price,illegal); *
* *
* Definitions: *
* INVALID_SEAT_ID *
* INVALID_PAINTJOB_ID *
* VEHICLE_UPDATE_INTERVAL *
* MAX_VEHICLE_ATTACHED_OBJECTS *
* RESET_PAINTJOB_ID *
* MAX_VEHICLE_PARAMS *
* MAX_VEHICLE_MODELS *
* DEFAULT_VEHICLE_FUEL *
* VEHICLE_SPEED_MULTIPLIER *
* MULTIPLIER_FUEL_SYSTEM *
* *
* BONNET_HEALTHY_CLOSED *
* BONNET_HEALTHY_OPENED *
* BONNET_DAMAGED_CLOSED *
* BONNET_DAMAGED_OPENED *
* BONNET_MISSING *
* *
* BOOT_HEALTHY_CLOSED *
* BOOT_HEALTHY_OPENED *
* BOOT_DAMAGED_CLOSED *
* BOOT_DAMAGED_OPENED *
* BOOT_MISSING *
* *
* DOOR_HEALTHY_CLOSED *
* DOOR_HEALTHY_OPENED *
* DOOR_DAMAGED_CLOSED *
* DOOR_DAMAGED_OPENED *
* DOOR_MISSING *
* *
* BUMPER_HEALTHY *
* BUMPER_CRUSHED *
* BUMPER_HANGING *
* BUMPER_MISSING *
* *
* WINDSHIELD_HEALTHY *
* WINDSHIELD_DAMAGED *
* WINDSHIELD_MISSING *
* *
* LIGHT_ENABLE *
* LIGHT_DISABLE *
* *
* TIRE_HEALTHY *
* TIRE_DAMAGED *
* *
* DOOR_DRIVER *
* DOOR_PASSENGER *
* DOOR_BACKLEFF *
* DOOR_BACKRIGHT *
* *
* VEHICLE_DAMAGE_PANELS *
* VEHICLE_DAMAGE_DOORS *
* VEHICLE_DAMAGE_LIGHTS *
* VEHICLE_DAMAGE_TIRES *
* *
* RED_NEON *
* BLUE_NEON *
* GREEN_NEON *
* YELLOW_NEON *
* PINK_NEON *
* WHITE_NEON *
* *
* EVF_CAR_BLINK_NONE *
* EVF_CAR_BLINK_LEFT *
* EVF_CAR_BLINK_RIGHT *
* EVF_CAR_BLINK_EMERGENCY *
* *
* MIN_VEHICLE_COMPONENT_ID *
* MAX_VEHICLE_COMPONENT_ID *
* *
* Enums: *
* enum 'EVF::VehicleProperties' *
* # e_VEHICLE_PAINTJOB *
* # e_VEHICLE_INTERIOR *
* # e_VEHICLE_COLOR_1 *
* # e_VEHICLE_COLOR_2 *
* # e_VEHICLE_HORN *
* # e_VEHICLE_SPAWN_X *
* # e_VEHICLE_SPAWN_Y *
* # e_VEHICLE_SPAWN_Z *
* # e_VEHICLE_SPAWN_A *
* # e_VEHICLE_SPAWN_VW *
* # e_VEHICLE_SPAWN_INT *
* # e_VEHICLE_SPEED_CAP *
* # e_VEHICLE_FUEL_USE *
* # e_VEHICLE_FUEL *
* # e_VEHICLE_STICKY *
* # e_VEHICLE_UNO_DAMAGE *
* # e_VEHICLE_CAP_DAMAGE *
* # e_VEHICLE_EDITOR *
* # e_VEHICLE_DAMAGE_PANELS *
* # e_VEHICLE_DAMAGE_DOORS *
* # e_VEHICLE_DAMAGE_LIGHTS *
* # e_VEHICLE_DAMAGE_TIRES *
* # e_VEHICLE_BOMB *
* # e_VEHICLE_BOMB_TIMER *
* # e_VEHICLE_BULLETPROOF *
* # e_VEHICLE_STORED *
* *
* enum 'EVF::VehicleBodyPart' *
* # VEHICLE_BODYPART_UNKNOWN *
* # VEHICLE_BODYPART_FL_WHEEL - Front Left *
* # VEHICLE_BODYPART_FR_WHEEL - Front Right *
* # VEHICLE_BODYPART_BL_WHEEL - Back Left *
* # VEHICLE_BODYPART_BR_WHEEL - Back Right *
* # VEHICLE_BODYPART_PETROLCAP *
* *
* enum 'EVF::ParamTypes' *
* # VEHICLE_TYPE_ENGINE *
* # VEHICLE_TYPE_LIGHTS *
* # VEHICLE_TYPE_ALARM *
* # VEHICLE_TYPE_DOORS *
* # VEHICLE_TYPE_BONNET *
* # VEHICLE_TYPE_BOOT *
* # VEHICLE_TYPE_OBJECTIVE *
* *
**********************************************************************************************************************************/
Download:
EVF.inc
Non-Registered Users:
Bug Report