SAMP.NET/sampdotnethook/a_objects.cpp

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2022-08-27 17:16:44 +00:00
#include "a_samp.h"
int CreateObject(int modelid, float x, float y, float z, float rx, float ry, float rz, float drawdistance) {
return g_Invoke->callNative(&PAWN::CreateObject, modelid, x, y, z, rx, ry, rz, drawdistance);
}
void AttachObjectToVehicle(int objectid, int vehicleid, float offsetx, float offsety, float offsetz, float rotx, float roty, float rotz) {
g_Invoke->callNative(&PAWN::AttachObjectToVehicle, objectid, vehicleid, offsetx, offsety, offsetz, rotx, roty, rotz);
}
void AttachObjectToObject(int objectid, int attachtoid, float offsetx, float offsety, float offsetz, float rotx, float roty, float rotz, int SyncRotation) {
g_Invoke->callNative(&PAWN::AttachObjectToObject, objectid, attachtoid, offsetx, offsety, offsetz, rotx, roty, rotz, SyncRotation);
}
void AttachObjectToPlayer(int objectid, int playerid, float offsetx, float offsety, float offsetz, float rotx, float roty, float rotz) {
g_Invoke->callNative(&PAWN::AttachObjectToPlayer, objectid, playerid, offsetx, offsety, offsetz, rotx, roty, rotz);
}
void SetObjectPos(int objectid, float x, float y, float z) {
g_Invoke->callNative(&PAWN::SetObjectPos, objectid, x, y, z);
}
void GetObjectPos(int objectid, float& x, float& y, float& z) {
float _x = NULL;
float _y = NULL;
float _z = NULL;
g_Invoke->callNative(&PAWN::GetObjectPos, objectid, &_x, &_y, &_z);
x = _x;
y = _y;
z = _z;
}
void SetObjectRot(int objectid, float rotx, float roty, float rotz) {
g_Invoke->callNative(&PAWN::SetObjectRot, objectid, rotx, roty, rotz);
}
void GetObjectRot(int objectid, float& rotx, float& roty, float& rotz) {
float _rotx = NULL;
float _roty = NULL;
float _rotz = NULL;
g_Invoke->callNative(&PAWN::GetObjectRot, objectid, &_rotx, &_roty, &_rotz);
rotx = _rotx;
roty = _roty;
rotz = _rotz;
}
int IsValidObject(int objectid) {
return g_Invoke->callNative(&PAWN::IsValidObject, objectid);
}
void DestroyObject(int objectid) {
g_Invoke->callNative(&PAWN::DestroyObject, objectid);
}
void MoveObject(int objectid, float x, float y, float z, float speed, float rotx, float roty, float rotz) {
g_Invoke->callNative(&PAWN::MoveObject, objectid, x, y, z, speed, rotx, roty, rotz);
}
void StopObject(int objectid) {
g_Invoke->callNative(&PAWN::StopObject, objectid);
}
int IsObjectMoving(int objectid) {
return g_Invoke->callNative(&PAWN::IsObjectMoving, objectid);
}
void EditObject(int playerid, int objectid) {
g_Invoke->callNative(&PAWN::EditObject, playerid, objectid);
}
void EditPlayerObject(int playerid, int objectid) {
g_Invoke->callNative(&PAWN::EditPlayerObject, playerid, objectid);
}
void SelectObject(int playerid) {
g_Invoke->callNative(&PAWN::SelectObject, playerid);
}
void CancelEdit(int playerid) {
g_Invoke->callNative(&PAWN::CancelEdit, playerid);
}
int CreatePlayerObject(int playerid, int modelid, float x, float y, float z, float rx, float ry, float rz, float drawdistance) {
return g_Invoke->callNative(&PAWN::CreatePlayerObject, playerid, modelid, x, y, z, rx, ry, rz, drawdistance);
}
void AttachPlayerObjectToVehicle(int playerid, int objectid, int vehicleid, float foffsetx, float foffsety, float foffsetz, float frotx, float froty, float rotz) {
g_Invoke->callNative(&PAWN::AttachPlayerObjectToVehicle, playerid, objectid, vehicleid, foffsetx, foffsety, foffsetz, frotx, froty, rotz);
}
void SetPlayerObjectPos(int playerid, int objectid, float x, float y, float z) {
g_Invoke->callNative(&PAWN::SetPlayerObjectPos, playerid, objectid, x, y, z);
}
void GetPlayerObjectPos(int playerid, int objectid, float& x, float& y, float& z) {
float _x = NULL;
float _y = NULL;
float _z = NULL;
g_Invoke->callNative(&PAWN::GetPlayerObjectPos, playerid, objectid, &_x, &_y, &_z);
x = _x;
y = _y;
z = _z;
}
void SetPlayerObjectRot(int playerid, int objectid, float rotx, float roty, float rotz) {
g_Invoke->callNative(&PAWN::SetPlayerObjectRot, playerid, objectid, rotx, roty, rotz);
}
void GetPlayerObjectRot(int playerid, int objectid, float& rotx, float& roty, float& rotz) {
float _rotx = NULL;
float _roty = NULL;
float _rotz = NULL;
g_Invoke->callNative(&PAWN::GetPlayerObjectRot, playerid, objectid, &_rotx, &_roty, &_rotz);
rotx = _rotx;
roty = _roty;
rotz = _rotz;
}
void IsValidPlayerObject(int playerid, int objectid) {
g_Invoke->callNative(&PAWN::IsValidPlayerObject, playerid, objectid);
}
void DestroyPlayerObject(int playerid, int objectid) {
g_Invoke->callNative(&PAWN::DestroyPlayerObject, playerid, objectid);
}
void MovePlayerObject(int playerid, int objectid, float x, float y, float z, float speed, float rotx, float roty, float rotz) {
g_Invoke->callNative(&PAWN::MovePlayerObject, playerid, objectid, x, y, z, speed, rotx, roty, rotz);
}
void StopPlayerObject(int playerid, int objectid) {
g_Invoke->callNative(&PAWN::StopPlayerObject, playerid, objectid);
}
void IsPlayerObjectMoving(int playerid, int objectid) {
g_Invoke->callNative(&PAWN::IsPlayerObjectMoving, playerid, objectid);
}
void AttachPlayerObjectToPlayer(int objectplayer, int objectid, int attachplayer, float offsetx, float offsety, float offsetz, float rx, float ry, float rz) {
g_Invoke->callNative(&PAWN::AttachPlayerObjectToPlayer, objectplayer, objectid, attachplayer, offsetx, offsety, offsetz, rx, ry, rz);
}
void SetObjectMaterial(int objectid, int materialindex, int modelid, char* txdname, char* texturename, int materialcolor) {
g_Invoke->callNative(&PAWN::SetObjectMaterial, objectid, materialindex, modelid, txdname, texturename, materialcolor);
}
void SetPlayerObjectMaterial(int playerid, int objectid, int materialindex, int modelid, char* txdname, char* texturename, int materialcolor) {
g_Invoke->callNative(&PAWN::SetPlayerObjectMaterial, playerid, objectid, materialindex, modelid, txdname, texturename, materialcolor);
}
void SetObjectMaterialText(int objectid, char* text, int materialindex, int materialsize, char* fontface, int fontsize, int bold, unsigned int fontcolor, int backcolor, int textalignment) {
g_Invoke->callNative(&PAWN::SetObjectMaterialText, objectid, text, materialindex, materialsize, fontface, fontsize, bold, fontcolor, backcolor, textalignment);
}
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) {
g_Invoke->callNative(&PAWN::SetPlayerObjectMaterialText, playerid, objectid, text, materialindex, materialsize, fontface, fontsize, bold, fontcolor, backcolor, textalignment);
}