Impossible, sorry.
- Added a lot of new/missing functions for classes, objects, vehicle, textdraws, etc..
- Added ability to send bullet data from pawn - I don't have documentation for parameters, so let's trying
- Some fixes for per-player gang zones.
pawn Code:
native GetAvailableClasses();
native GetPlayerClass(classid, &teamid, &modelid, &Float:spawn_x, &Float:spawn_y, &Float:spawn_z, &Float:z_angle, &weapon1, &weapon1_ammo, &weapon2, &weapon2_ammo,& weapon3, &weapon3_ammo);
native EditPlayerClass(classid, teamid, modelid, Float:spawn_x, Float:spawn_y, Float:spawn_z, Float:z_angle, weapon1, weapon1_ammo, weapon2, weapon2_ammo, weapon3, weapon3_ammo);
native GetActiveTimers();
native SendBulletData(sender, hitid, hittype, Float:fHitOriginX, Float:fHitOriginY, Float:fHitOriginZ, Float:fHitTargetX, Float:fHitTargetY, Float:fHitTargetZ, Float:fCenterOfHitX, Float:fCenterOfHitY, Float:fCenterOfHitZ);
native Float:SetObjectMoveSpeed(objectid, Float:fSpeed);
native Float:GetObjectMoveSpeed(objectid);
native GetObjectTarget(objectid, &Float:fX, &Float:fY, &Float:fZ);
native Float:SetPlayerObjectMoveSpeed(playerid, objectid, Float:fSpeed);
native Float:GetPlayerObjectMoveSpeed(playerid, objectid);
native Float:GetPlayerObjectTarget(playerid, objectid, &Float:fX, &Float:fY, &Float:fZ);
native SetVehicleOccupiedTick(vehicleid, ticks);
native IsGangZoneFlashingForPlayer(playerid, zoneid);
native IsPlayerGangZoneFlashing(playerid, zoneid);
native TextDrawIsSelectable(textdrawid);
native PlayerTextDrawIsSelectable(playerid, PlayerText:textdrawid);
native IsObjectMaterialSlotUsed(objectid, materialindex); // Return values: 1 = material, 2 = material text
native GetObjectMaterial(objectid, materialindex, &modelid, txdname[], txdnamelen = sizeof(txdname), texturename[], texturenamelen = sizeof(txdnamelen), &materialcoor);
native GetObjectMaterialText(objectid, materialindex, text[], textlen= sizeof(text), &materialsize, fontface[], fontfacelen = sizeof(fontface), &fontsize, &bold, &fontcolor, &backcolor, &textalignment);
native IsPlayerObjectMaterialSlotUsed(playerid, objectid, materialindex); // Return values: 1 = material, 2 = material text
native GetPlayerObjectMaterial(playerid, objectid, materialindex, &modelid, txdname[], txdnamelen = sizeof(txdname), texturename[], texturenamelen = sizeof(txdnamelen), &materialcolor);
native GetPlayerObjectMaterialText(playerid, objectid, materialindex, text[], textlen= sizeof(text), &materialsize, fontface[], fontfacelen = sizeof(fontface), &fontsize, &bold, &fontcolor, &backcolor, &textalignment);