mirror of
https://github.com/oliverbooth/SAMP.NET.git
synced 2024-10-18 09:56:10 +00:00
157 lines
6.4 KiB
C++
157 lines
6.4 KiB
C++
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#include "a_samp.h"
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int CreateObject(int modelid, float x, float y, float z, float rx, float ry, float rz, float drawdistance) {
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return g_Invoke->callNative(&PAWN::CreateObject, modelid, x, y, z, rx, ry, rz, drawdistance);
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}
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void AttachObjectToVehicle(int objectid, int vehicleid, float offsetx, float offsety, float offsetz, float rotx, float roty, float rotz) {
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g_Invoke->callNative(&PAWN::AttachObjectToVehicle, objectid, vehicleid, offsetx, offsety, offsetz, rotx, roty, rotz);
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}
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void AttachObjectToObject(int objectid, int attachtoid, float offsetx, float offsety, float offsetz, float rotx, float roty, float rotz, int SyncRotation) {
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g_Invoke->callNative(&PAWN::AttachObjectToObject, objectid, attachtoid, offsetx, offsety, offsetz, rotx, roty, rotz, SyncRotation);
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}
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void AttachObjectToPlayer(int objectid, int playerid, float offsetx, float offsety, float offsetz, float rotx, float roty, float rotz) {
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g_Invoke->callNative(&PAWN::AttachObjectToPlayer, objectid, playerid, offsetx, offsety, offsetz, rotx, roty, rotz);
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}
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void SetObjectPos(int objectid, float x, float y, float z) {
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g_Invoke->callNative(&PAWN::SetObjectPos, objectid, x, y, z);
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}
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void GetObjectPos(int objectid, float& x, float& y, float& z) {
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float _x = NULL;
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float _y = NULL;
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float _z = NULL;
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g_Invoke->callNative(&PAWN::GetObjectPos, objectid, &_x, &_y, &_z);
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x = _x;
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y = _y;
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z = _z;
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}
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void SetObjectRot(int objectid, float rotx, float roty, float rotz) {
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g_Invoke->callNative(&PAWN::SetObjectRot, objectid, rotx, roty, rotz);
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}
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void GetObjectRot(int objectid, float& rotx, float& roty, float& rotz) {
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float _rotx = NULL;
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float _roty = NULL;
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float _rotz = NULL;
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g_Invoke->callNative(&PAWN::GetObjectRot, objectid, &_rotx, &_roty, &_rotz);
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rotx = _rotx;
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roty = _roty;
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rotz = _rotz;
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}
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int IsValidObject(int objectid) {
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return g_Invoke->callNative(&PAWN::IsValidObject, objectid);
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}
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void DestroyObject(int objectid) {
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g_Invoke->callNative(&PAWN::DestroyObject, objectid);
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}
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void MoveObject(int objectid, float x, float y, float z, float speed, float rotx, float roty, float rotz) {
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g_Invoke->callNative(&PAWN::MoveObject, objectid, x, y, z, speed, rotx, roty, rotz);
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}
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void StopObject(int objectid) {
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g_Invoke->callNative(&PAWN::StopObject, objectid);
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}
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int IsObjectMoving(int objectid) {
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return g_Invoke->callNative(&PAWN::IsObjectMoving, objectid);
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}
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void EditObject(int playerid, int objectid) {
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g_Invoke->callNative(&PAWN::EditObject, playerid, objectid);
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}
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void EditPlayerObject(int playerid, int objectid) {
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g_Invoke->callNative(&PAWN::EditPlayerObject, playerid, objectid);
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}
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void SelectObject(int playerid) {
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g_Invoke->callNative(&PAWN::SelectObject, playerid);
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}
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void CancelEdit(int playerid) {
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g_Invoke->callNative(&PAWN::CancelEdit, playerid);
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}
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int CreatePlayerObject(int playerid, int modelid, float x, float y, float z, float rx, float ry, float rz, float drawdistance) {
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return g_Invoke->callNative(&PAWN::CreatePlayerObject, playerid, modelid, x, y, z, rx, ry, rz, drawdistance);
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}
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void AttachPlayerObjectToVehicle(int playerid, int objectid, int vehicleid, float foffsetx, float foffsety, float foffsetz, float frotx, float froty, float rotz) {
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g_Invoke->callNative(&PAWN::AttachPlayerObjectToVehicle, playerid, objectid, vehicleid, foffsetx, foffsety, foffsetz, frotx, froty, rotz);
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}
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void SetPlayerObjectPos(int playerid, int objectid, float x, float y, float z) {
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g_Invoke->callNative(&PAWN::SetPlayerObjectPos, playerid, objectid, x, y, z);
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}
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void GetPlayerObjectPos(int playerid, int objectid, float& x, float& y, float& z) {
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float _x = NULL;
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float _y = NULL;
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float _z = NULL;
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g_Invoke->callNative(&PAWN::GetPlayerObjectPos, playerid, objectid, &_x, &_y, &_z);
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x = _x;
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y = _y;
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z = _z;
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}
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void SetPlayerObjectRot(int playerid, int objectid, float rotx, float roty, float rotz) {
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g_Invoke->callNative(&PAWN::SetPlayerObjectRot, playerid, objectid, rotx, roty, rotz);
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}
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void GetPlayerObjectRot(int playerid, int objectid, float& rotx, float& roty, float& rotz) {
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float _rotx = NULL;
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float _roty = NULL;
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float _rotz = NULL;
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g_Invoke->callNative(&PAWN::GetPlayerObjectRot, playerid, objectid, &_rotx, &_roty, &_rotz);
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rotx = _rotx;
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roty = _roty;
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rotz = _rotz;
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}
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void IsValidPlayerObject(int playerid, int objectid) {
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g_Invoke->callNative(&PAWN::IsValidPlayerObject, playerid, objectid);
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}
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void DestroyPlayerObject(int playerid, int objectid) {
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g_Invoke->callNative(&PAWN::DestroyPlayerObject, playerid, objectid);
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}
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void MovePlayerObject(int playerid, int objectid, float x, float y, float z, float speed, float rotx, float roty, float rotz) {
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g_Invoke->callNative(&PAWN::MovePlayerObject, playerid, objectid, x, y, z, speed, rotx, roty, rotz);
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}
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void StopPlayerObject(int playerid, int objectid) {
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g_Invoke->callNative(&PAWN::StopPlayerObject, playerid, objectid);
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}
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void IsPlayerObjectMoving(int playerid, int objectid) {
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g_Invoke->callNative(&PAWN::IsPlayerObjectMoving, playerid, objectid);
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}
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void AttachPlayerObjectToPlayer(int objectplayer, int objectid, int attachplayer, float offsetx, float offsety, float offsetz, float rx, float ry, float rz) {
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g_Invoke->callNative(&PAWN::AttachPlayerObjectToPlayer, objectplayer, objectid, attachplayer, offsetx, offsety, offsetz, rx, ry, rz);
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}
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void SetObjectMaterial(int objectid, int materialindex, int modelid, char* txdname, char* texturename, int materialcolor) {
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g_Invoke->callNative(&PAWN::SetObjectMaterial, objectid, materialindex, modelid, txdname, texturename, materialcolor);
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}
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void SetPlayerObjectMaterial(int playerid, int objectid, int materialindex, int modelid, char* txdname, char* texturename, int materialcolor) {
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g_Invoke->callNative(&PAWN::SetPlayerObjectMaterial, playerid, objectid, materialindex, modelid, txdname, texturename, materialcolor);
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}
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void SetObjectMaterialText(int objectid, char* text, int materialindex, int materialsize, char* fontface, int fontsize, int bold, unsigned int fontcolor, int backcolor, int textalignment) {
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g_Invoke->callNative(&PAWN::SetObjectMaterialText, objectid, text, materialindex, materialsize, fontface, fontsize, bold, fontcolor, backcolor, textalignment);
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}
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void SetPlayerObjectMaterialText(int playerid, int objectid, char* text, int materialindex, int materialsize, char* fontface, int fontsize, int bold, unsigned int fontcolor, int backcolor, int textalignment) {
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g_Invoke->callNative(&PAWN::SetPlayerObjectMaterialText, playerid, objectid, text, materialindex, materialsize, fontface, fontsize, bold, fontcolor, backcolor, textalignment);
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}
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