SAMP.NET/sampdotnethook/a_players.cpp

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#include "a_samp.h"
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void SetSpawnInfo(int playerid, int team, int skin, float x, float y, float z, float rotation, int weapon1, int weapon1_ammo, int weapon2, int weapon2_ammo, int weapon3, int weapon3_ammo) {
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g_Invoke->callNative(&PAWN::SetSpawnInfo, playerid, team, skin, x, y, z, rotation, weapon1, weapon1_ammo, weapon2, weapon2_ammo, weapon3, weapon3_ammo);
}
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void SpawnPlayer(int playerid) {
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g_Invoke->callNative(&PAWN::SpawnPlayer, playerid);
}
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void SetPlayerPos(int playerid, float x, float y, float z) {
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g_Invoke->callNative(&PAWN::SetPlayerPos, playerid, x, y, z);
}
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void SetPlayerPosFindZ(int playerid, float x, float y, float z) {
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g_Invoke->callNative(&PAWN::SetPlayerPosFindZ, playerid, x, y, z);
}
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void GetPlayerPos(int playerid, float& x, float& y, float& z) {
float _x = NULL;
float _y = NULL;
float _z = NULL;
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g_Invoke->callNative(&PAWN::GetPlayerPos, playerid, &_x, &_y, &_z);
x = _x;
y = _y;
z = _z;
}
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void SetPlayerFacingAngle(int playerid, float ang) {
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g_Invoke->callNative(&PAWN::SetPlayerFacingAngle, playerid, ang);
}
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void GetPlayerFacingAngle(int playerid, float& ang) {
float _ang = NULL;
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g_Invoke->callNative(&PAWN::GetPlayerFacingAngle, playerid, &_ang);
ang = _ang;
}
/*void IsPlayerInRangeOfPoint(int playerid, float range, float x, float y, float z) {
g_Invoke->callNative(&PAWN::IsPlayerInRangeOfPoint, playerid, range, x, y, z);
}*/
/*float GetPlayerDistanceFromPoint(int playerid, float x, float y, float z) {
return (float)g_Invoke->callNative(&PAWN::GetPlayerDistanceFromPoint, playerid, x, y, z);
}*/
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int IsPlayerStreamedIn(int playerid, int forplayerid) {
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return g_Invoke->callNative(&PAWN::IsPlayerStreamedIn, playerid, forplayerid);
}
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void SetPlayerInterior(int playerid, int interiorid) {
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g_Invoke->callNative(&PAWN::SetPlayerInterior, playerid, interiorid);
}
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int GetPlayerInterior(int playerid) {
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return g_Invoke->callNative(&PAWN::GetPlayerInterior, playerid);
}
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void SetPlayerHealth(int playerid, float health) {
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g_Invoke->callNative(&PAWN::SetPlayerHealth, playerid, health);
}
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void GetPlayerHealth(int playerid, float& health) {
float _health = NULL;
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g_Invoke->callNative(&PAWN::GetPlayerHealth, playerid, &_health);
health = _health;
}
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void SetPlayerArmour(int playerid, float armour) {
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g_Invoke->callNative(&PAWN::SetPlayerArmour, playerid, armour);
}
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void GetPlayerArmour(int playerid, float& armour) {
float _armour = NULL;
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g_Invoke->callNative(&PAWN::GetPlayerArmour, playerid, &_armour);
armour = _armour;
}
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void SetPlayerAmmo(int playerid, int weaponslot, int ammo) {
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g_Invoke->callNative(&PAWN::SetPlayerAmmo, playerid, weaponslot, ammo);
}
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int GetPlayerAmmo(int playerid) {
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return g_Invoke->callNative(&PAWN::GetPlayerAmmo, playerid);
}
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int GetPlayerWeaponState(int playerid) {
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return g_Invoke->callNative(&PAWN::GetPlayerWeaponState, playerid);
}
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int GetPlayerTargetPlayer(int playerid) {
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return g_Invoke->callNative(&PAWN::GetPlayerTargetPlayer, playerid);
}
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void SetPlayerTeam(int playerid, int teamid) {
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g_Invoke->callNative(&PAWN::SetPlayerTeam, playerid, teamid);
}
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int GetPlayerTeam(int playerid) {
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return g_Invoke->callNative(&PAWN::GetPlayerTeam, playerid);
}
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void SetPlayerScore(int playerid, int score) {
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g_Invoke->callNative(&PAWN::SetPlayerScore, playerid, score);
}
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int GetPlayerScore(int playerid) {
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return g_Invoke->callNative(&PAWN::GetPlayerScore, playerid);
}
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int GetPlayerDrunkLevel(int playerid) {
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return g_Invoke->callNative(&PAWN::GetPlayerDrunkLevel, playerid);
}
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void SetPlayerDrunkLevel(int playerid, int level) {
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g_Invoke->callNative(&PAWN::SetPlayerDrunkLevel, playerid, level);
}
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void SetPlayerColor(int playerid, unsigned int color) {
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g_Invoke->callNative(&PAWN::SetPlayerColor, playerid, color);
}
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unsigned int GetPlayerColor(int playerid) {
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return g_Invoke->callNative(&PAWN::GetPlayerColor, playerid);
}
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void SetPlayerSkin(int playerid, int skinid) {
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g_Invoke->callNative(&PAWN::SetPlayerSkin, playerid, skinid);
}
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int GetPlayerSkin(int playerid) {
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return g_Invoke->callNative(&PAWN::GetPlayerSkin, playerid);
}
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void GivePlayerWeapon(int playerid, int weaponid, int ammo) {
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g_Invoke->callNative(&PAWN::GivePlayerWeapon, playerid, weaponid, ammo);
}
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void ResetPlayerWeapons(int playerid) {
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g_Invoke->callNative(&PAWN::ResetPlayerWeapons, playerid);
}
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void SetPlayerArmedWeapon(int playerid, int weaponid) {
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g_Invoke->callNative(&PAWN::SetPlayerArmedWeapon, playerid, weaponid);
}
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void GetPlayerWeaponData(int playerid, int slot, int& weapons, int& ammo) {
int _weapons = NULL;
int _ammo = NULL;
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g_Invoke->callNative(&PAWN::GetPlayerWeaponData, playerid, slot, &_weapons, &_ammo);
weapons = _weapons;
ammo = _ammo;
}
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void GivePlayerMoney(int playerid, int money) {
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g_Invoke->callNative(&PAWN::GivePlayerMoney, playerid, money);
}
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void ResetPlayerMoney(int playerid) {
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g_Invoke->callNative(&PAWN::ResetPlayerMoney, playerid);
}
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void SetPlayerName(int playerid, char* name) {
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g_Invoke->callNative(&PAWN::SetPlayerName, playerid, name);
}
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int GetPlayerMoney(int playerid) {
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return g_Invoke->callNative(&PAWN::GetPlayerMoney, playerid);
}
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int GetPlayerState(int playerid) {
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return g_Invoke->callNative(&PAWN::GetPlayerState, playerid);
}
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void GetPlayerIp(int playerid, char* name, int len) {
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g_Invoke->callNative(&PAWN::GetPlayerIp, playerid, name, len);
}
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int GetPlayerPing(int playerid) {
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return g_Invoke->callNative(&PAWN::GetPlayerPing, playerid);
}
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int GetPlayerWeapon(int playerid) {
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return g_Invoke->callNative(&PAWN::GetPlayerWeapon, playerid);
}
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void GetPlayerKeys(int playerid, int& keys, int& updown, int& leftright) {
int _keys = NULL;
int _updown = NULL;
int _leftright = NULL;
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g_Invoke->callNative(&PAWN::GetPlayerKeys, playerid, &_keys, &_updown, &_leftright);
keys = _keys;
updown = _updown;
leftright = _leftright;
}
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void GetPlayerName(int playerid, char* name, int len) {
char _name[MAX_PLAYER_NAME];
g_Invoke->callNative(&PAWN::GetPlayerName, playerid, _name, sizeof(_name));
strncpy_s(name, len, _name, _TRUNCATE);
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}
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void SetPlayerTime(int playerid, int hour, int minute) {
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g_Invoke->callNative(&PAWN::SetPlayerTime, playerid, hour, minute);
}
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void GetPlayerTime(int playerid, int& hour, int& minute) {
int _hour = NULL;
int _minute = NULL;
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g_Invoke->callNative(&PAWN::GetPlayerTime, playerid, &_hour, &_minute);
hour = _hour;
minute = _minute;
}
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void TogglePlayerClock(int playerid, int toggle) {
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g_Invoke->callNative(&PAWN::TogglePlayerClock, playerid, toggle);
}
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void SetPlayerWeather(int playerid, int weather) {
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g_Invoke->callNative(&PAWN::SetPlayerWeather, playerid, weather);
}
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void ForceClassSelection(int playerid) {
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g_Invoke->callNative(&PAWN::ForceClassSelection, playerid);
}
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void SetPlayerWantedLevel(int playerid, int level) {
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g_Invoke->callNative(&PAWN::SetPlayerWantedLevel, playerid, level);
}
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int GetPlayerWantedLevel(int playerid) {
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return g_Invoke->callNative(&PAWN::GetPlayerWantedLevel, playerid);
}
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void SetPlayerFightingStyle(int playerid, int style) {
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g_Invoke->callNative(&PAWN::SetPlayerFightingStyle, playerid, style);
}
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int GetPlayerFightingStyle(int playerid) {
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return g_Invoke->callNative(&PAWN::GetPlayerFightingStyle, playerid);
}
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void SetPlayerVelocity(int playerid, float x, float y, float z) {
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g_Invoke->callNative(&PAWN::SetPlayerVelocity, playerid, x, y, z);
}
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void GetPlayerVelocity(int playerid, float& x, float& y, float& z) {
float _x = NULL;
float _y = NULL;
float _z = NULL;
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g_Invoke->callNative(&PAWN::GetPlayerVelocity, playerid, &_x, &_y, &_z);
x = _x;
y = _y;
z = _z;
}
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void PlayCrimeReportForPlayer(int playerid, int suspectid, int crime) {
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g_Invoke->callNative(&PAWN::PlayCrimeReportForPlayer, playerid, suspectid, crime);
}
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void PlayAudioStreamForPlayer(int playerid, char* url, float posx , float posy , float posz , float distance , int usepos ) {
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g_Invoke->callNative(&PAWN::PlayAudioStreamForPlayer, playerid, url, posx = 0.0, posy = 0.0, posz = 0.0, distance = 50.0, usepos = 0);
}
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void StopAudioStreamForPlayer(int playerid) {
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g_Invoke->callNative(&PAWN::StopAudioStreamForPlayer, playerid);
}
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void SetPlayerShopName(int playerid, char* shopname) {
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g_Invoke->callNative(&PAWN::SetPlayerShopName, playerid, shopname);
}
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void SetPlayerSkillLevel(int playerid, int skill, int level) {
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g_Invoke->callNative(&PAWN::SetPlayerSkillLevel, playerid, skill, level);
}
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int GetPlayerSurfingVehicleID(int playerid) {
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return g_Invoke->callNative(&PAWN::GetPlayerSurfingVehicleID, playerid);
}
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int GetPlayerSurfingObjectID(int playerid) {
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return g_Invoke->callNative(&PAWN::GetPlayerSurfingObjectID, playerid);
}
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void RemoveBuildingForPlayer(int playerid, int modelid, float fx, float fy, float fz, float fradius) {
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g_Invoke->callNative(&PAWN::RemoveBuildingForPlayer, playerid, modelid, fx, fy, fz, fradius);
}
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void SetPlayerAttachedObject(int playerid, int index, int modelid, int bone, float foffsetx , float foffsety , float foffsetz , float frotx , float froty , float frotz , float fscalex , float fscaley , float fscalez , int materialcolor1 , int materialcolor2 ) {
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g_Invoke->callNative(&PAWN::SetPlayerAttachedObject, playerid, index, modelid, bone, foffsetx = 0.0, foffsety = 0.0, foffsetz = 0.0, frotx = 0.0, froty = 0.0, frotz = 0.0, fscalex = 1.0, fscaley = 1.0, fscalez = 1.0, materialcolor1 = 0, materialcolor2 = 0);
}
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void RemovePlayerAttachedObject(int playerid, int index) {
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g_Invoke->callNative(&PAWN::RemovePlayerAttachedObject, playerid, index);
}
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void IsPlayerAttachedObjectSlotUsed(int playerid, int index) {
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g_Invoke->callNative(&PAWN::IsPlayerAttachedObjectSlotUsed, playerid, index);
}
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void EditAttachedObject(int playerid, int index) {
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g_Invoke->callNative(&PAWN::EditAttachedObject, playerid, index);
}
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int CreatePlayerTextDraw(int playerid, float x, float y, char* text) {
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return g_Invoke->callNative(&PAWN::CreatePlayerTextDraw, playerid, x, y, text);
}
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void PlayerTextDrawDestroy(int playerid, int text) {
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g_Invoke->callNative(&PAWN::PlayerTextDrawDestroy, playerid, text);
}
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void PlayerTextDrawLetterSize(int playerid, int text, float x, float y) {
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g_Invoke->callNative(&PAWN::PlayerTextDrawLetterSize, playerid, text, x, y);
}
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void PlayerTextDrawTextSize(int playerid, int text, float x, float y) {
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g_Invoke->callNative(&PAWN::PlayerTextDrawTextSize, playerid, text, x, y);
}
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void PlayerTextDrawAlignment(int playerid, int text, int alignment) {
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g_Invoke->callNative(&PAWN::PlayerTextDrawAlignment, playerid, text, alignment);
}
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void PlayerTextDrawColor(int playerid, int text, unsigned int color) {
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g_Invoke->callNative(&PAWN::PlayerTextDrawColor, playerid, text, color);
}
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void PlayerTextDrawUseBox(int playerid, int text, int use) {
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g_Invoke->callNative(&PAWN::PlayerTextDrawUseBox, playerid, text, use);
}
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void PlayerTextDrawBoxColor(int playerid, int text, unsigned int color) {
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g_Invoke->callNative(&PAWN::PlayerTextDrawBoxColor, playerid, text, color);
}
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void PlayerTextDrawSetShadow(int playerid, int text, int size) {
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g_Invoke->callNative(&PAWN::PlayerTextDrawSetShadow, playerid, text, size);
}
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void PlayerTextDrawSetOutline(int playerid, int text, int size) {
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g_Invoke->callNative(&PAWN::PlayerTextDrawSetOutline, playerid, text, size);
}
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void PlayerTextDrawBackgroundColor(int playerid, int text, unsigned int color) {
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g_Invoke->callNative(&PAWN::PlayerTextDrawBackgroundColor, playerid, text, color);
}
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void PlayerTextDrawFont(int playerid, int text, int font) {
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g_Invoke->callNative(&PAWN::PlayerTextDrawFont, playerid, text, font);
}
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void PlayerTextDrawSetProportional(int playerid, int text, int set) {
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g_Invoke->callNative(&PAWN::PlayerTextDrawSetProportional, playerid, text, set);
}
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void PlayerTextDrawSetSelectable(int playerid, int text, int set) {
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g_Invoke->callNative(&PAWN::PlayerTextDrawSetSelectable, playerid, text, set);
}
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void PlayerTextDrawShow(int playerid, int text) {
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g_Invoke->callNative(&PAWN::PlayerTextDrawShow, playerid, text);
}
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void PlayerTextDrawHide(int playerid, int text) {
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g_Invoke->callNative(&PAWN::PlayerTextDrawHide, playerid, text);
}
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void PlayerTextDrawSetString(int playerid, int text, char* string) {
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g_Invoke->callNative(&PAWN::PlayerTextDrawSetString, playerid, text, string);
}
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void SetPVarInt(int playerid, char* varname, int int_value) {
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g_Invoke->callNative(&PAWN::SetPVarInt, playerid, varname, int_value);
}
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void GetPVarInt(int playerid, char* varname) {
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g_Invoke->callNative(&PAWN::GetPVarInt, playerid, varname);
}
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void SetPVarString(int playerid, char* varname, char* string_value) {
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g_Invoke->callNative(&PAWN::SetPVarString, playerid, varname, string_value);
}
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void GetPVarString(int playerid, char* varname, char* string_return, int len) {
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g_Invoke->callNative(&PAWN::GetPVarString, playerid, varname, string_return, len);
}
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void SetPVarFloat(int playerid, char* varname, float float_value) {
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g_Invoke->callNative(&PAWN::SetPVarFloat, playerid, varname, float_value);
}
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float GetPVarFloat(int playerid, char* varname) {
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return (float)g_Invoke->callNative(&PAWN::GetPVarFloat, playerid, varname);
}
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void DeletePVar(int playerid, char* varname) {
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g_Invoke->callNative(&PAWN::DeletePVar, playerid, varname);
}
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int GetPVarsUpperIndex(int playerid) {
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return g_Invoke->callNative(&PAWN::GetPVarsUpperIndex, playerid);
}
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void GetPVarNameAtIndex(int playerid, int index, char* ret_varname, int ret_len) {
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g_Invoke->callNative(&PAWN::GetPVarNameAtIndex, playerid, index, ret_varname, ret_len);
}
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int GetPVarType(int playerid, char* varname) {
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return g_Invoke->callNative(&PAWN::GetPVarType, playerid, varname);
}
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void SetPlayerChatBubble(int playerid, char* text, unsigned int color, float drawdistance, int expiretime) {
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g_Invoke->callNative(&PAWN::SetPlayerChatBubble, playerid, text, color, drawdistance, expiretime);
}
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void PutPlayerInVehicle(int playerid, int vehicleid, int seatid) {
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g_Invoke->callNative(&PAWN::PutPlayerInVehicle, playerid, vehicleid, seatid);
}
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int GetPlayerVehicleID(int playerid) {
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return g_Invoke->callNative(&PAWN::GetPlayerVehicleID, playerid);
}
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int GetPlayerVehicleSeat(int playerid) {
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return g_Invoke->callNative(&PAWN::GetPlayerVehicleSeat, playerid);
}
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void RemovePlayerFromVehicle(int playerid) {
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g_Invoke->callNative(&PAWN::RemovePlayerFromVehicle, playerid);
}
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void TogglePlayerControllable(int playerid, int toggle) {
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g_Invoke->callNative(&PAWN::TogglePlayerControllable, playerid, toggle);
}
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void PlayerPlaySound(int playerid, int soundid, float x, float y, float z) {
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g_Invoke->callNative(&PAWN::PlayerPlaySound, playerid, soundid, x, y, z);
}
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void ApplyAnimation(int playerid, char* animlib, char* animname, float fdelta, int loop, int lockx, int locky, int freeze, int time, int forcesync ) {
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g_Invoke->callNative(&PAWN::ApplyAnimation, playerid, animlib, animname, fdelta, loop, lockx, locky, freeze, time, forcesync = 0);
}
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void ClearAnimations(int playerid, int forcesync ) {
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g_Invoke->callNative(&PAWN::ClearAnimations, playerid, forcesync = 0);
}
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int GetPlayerAnimationIndex(int playerid) {
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return g_Invoke->callNative(&PAWN::GetPlayerAnimationIndex, playerid);
}
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void GetAnimationName(int index, char* animlib, int len1, char* animname, int len2) {
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g_Invoke->callNative(&PAWN::GetAnimationName, index, animlib, len1, animname, len2);
}
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int GetPlayerSpecialAction(int playerid) {
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return g_Invoke->callNative(&PAWN::GetPlayerSpecialAction, playerid);
}
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void SetPlayerSpecialAction(int playerid, int actionid) {
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g_Invoke->callNative(&PAWN::SetPlayerSpecialAction, playerid, actionid);
}
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void SetPlayerCheckpoint(int playerid, float x, float y, float z, float size) {
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g_Invoke->callNative(&PAWN::SetPlayerCheckpoint, playerid, x, y, z, size);
}
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void DisablePlayerCheckpoint(int playerid) {
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g_Invoke->callNative(&PAWN::DisablePlayerCheckpoint, playerid);
}
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void SetPlayerRaceCheckpoint(int playerid, int type, float x, float y, float z, float nextx, float nexty, float nextz, float size) {
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g_Invoke->callNative(&PAWN::SetPlayerRaceCheckpoint, playerid, type, x, y, z, nextx, nexty, nextz, size);
}
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void DisablePlayerRaceCheckpoint(int playerid) {
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g_Invoke->callNative(&PAWN::DisablePlayerRaceCheckpoint, playerid);
}
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void SetPlayerWorldBounds(int playerid, float x_max, float x_min, float y_max, float y_min) {
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g_Invoke->callNative(&PAWN::SetPlayerWorldBounds, playerid, x_max, x_min, y_max, y_min);
}
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void SetPlayerMarkerForPlayer(int playerid, int showplayerid, unsigned int color) {
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g_Invoke->callNative(&PAWN::SetPlayerMarkerForPlayer, playerid, showplayerid, color);
}
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void ShowPlayerNameTagForPlayer(int playerid, int showplayerid, int show) {
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g_Invoke->callNative(&PAWN::ShowPlayerNameTagForPlayer, playerid, showplayerid, show);
}
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void SetPlayerMapIcon(int playerid, int iconid, float x, float y, float z, int markertype, unsigned int color, int style) {
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g_Invoke->callNative(&PAWN::SetPlayerMapIcon, playerid, iconid, x, y, z, markertype, color, style);
}
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void RemovePlayerMapIcon(int playerid, int iconid) {
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g_Invoke->callNative(&PAWN::RemovePlayerMapIcon, playerid, iconid);
}
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void AllowPlayerTeleport(int playerid, int allow) {
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g_Invoke->callNative(&PAWN::AllowPlayerTeleport, playerid, allow);
}
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void SetPlayerCameraPos(int playerid, float x, float y, float z) {
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g_Invoke->callNative(&PAWN::SetPlayerCameraPos, playerid, x, y, z);
}
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void SetPlayerCameraLookAt(int playerid, float x, float y, float z, int cut) {
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g_Invoke->callNative(&PAWN::SetPlayerCameraLookAt, playerid, x, y, z, cut);
}
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void SetCameraBehindPlayer(int playerid) {
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g_Invoke->callNative(&PAWN::SetCameraBehindPlayer, playerid);
}
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void GetPlayerCameraPos(int playerid, float& x, float& y, float& z) {
float _x = NULL;
float _y = NULL;
float _z = NULL;
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g_Invoke->callNative(&PAWN::GetPlayerCameraPos, playerid, &_x, &_y, &_z);
x = _x;
y = _y;
z = _z;
}
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void GetPlayerCameraFrontVector(int playerid, float& x, float& y, float& z) {
float _x = NULL;
float _y = NULL;
float _z = NULL;
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g_Invoke->callNative(&PAWN::GetPlayerCameraFrontVector, playerid, &_x, &_y, &_z);
x = _x;
y = _y;
z = _z;
}
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int GetPlayerCameraMode(int playerid) {
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return g_Invoke->callNative(&PAWN::GetPlayerCameraMode, playerid);
}
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void AttachCameraToObject(int playerid, int objectid) {
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g_Invoke->callNative(&PAWN::AttachCameraToObject, playerid, objectid);
}
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void AttachCameraToPlayerObject(int playerid, int playerobjectid) {
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g_Invoke->callNative(&PAWN::AttachCameraToPlayerObject, playerid, playerobjectid);
}
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void InterpolateCameraPos(int playerid, float fromx, float fromy, float fromz, float tox, float toy, float toz, int time, int cut) {
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g_Invoke->callNative(&PAWN::InterpolateCameraPos, playerid, fromx, fromy, fromz, tox, toy, toz, time, cut);
}
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void InterpolateCameraLookAt(int playerid, float fromx, float fromy, float fromz, float tox, float toy, float toz, int time, int cut) {
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g_Invoke->callNative(&PAWN::InterpolateCameraLookAt, playerid, fromx, fromy, fromz, tox, toy, toz, time, cut);
}
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int IsPlayerConnected(int playerid) {
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return g_Invoke->callNative(&PAWN::IsPlayerConnected, playerid);
}
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int IsPlayerInVehicle(int playerid, int vehicleid) {
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return g_Invoke->callNative(&PAWN::IsPlayerInVehicle, playerid, vehicleid);
}
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int IsPlayerInAnyVehicle(int playerid) {
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return g_Invoke->callNative(&PAWN::IsPlayerInAnyVehicle, playerid);
}
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int IsPlayerInCheckpoint(int playerid) {
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return g_Invoke->callNative(&PAWN::IsPlayerInCheckpoint, playerid);
}
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int IsPlayerInRaceCheckpoint(int playerid) {
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return g_Invoke->callNative(&PAWN::IsPlayerInRaceCheckpoint, playerid);
}
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void SetPlayerVirtualWorld(int playerid, int worldid) {
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g_Invoke->callNative(&PAWN::SetPlayerVirtualWorld, playerid, worldid);
}
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int GetPlayerVirtualWorld(int playerid) {
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return g_Invoke->callNative(&PAWN::GetPlayerVirtualWorld, playerid);
}
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void EnableStuntBonusForPlayer(int playerid, int enable) {
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g_Invoke->callNative(&PAWN::EnableStuntBonusForPlayer, playerid, enable);
}
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void EnableStuntBonusForAll(int enable) {
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g_Invoke->callNative(&PAWN::EnableStuntBonusForAll, enable);
}
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void TogglePlayerSpectating(int playerid, int toggle) {
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g_Invoke->callNative(&PAWN::TogglePlayerSpectating, playerid, toggle);
}
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void PlayerSpectatePlayer(int playerid, int targetplayerid, int mode) {
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g_Invoke->callNative(&PAWN::PlayerSpectatePlayer, playerid, targetplayerid, mode);
}
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void PlayerSpectateVehicle(int playerid, int targetvehicleid, int mode) {
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g_Invoke->callNative(&PAWN::PlayerSpectateVehicle, playerid, targetvehicleid, mode);
}
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void StartRecordingPlayerData(int playerid, int recordtype, char* recordname) {
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g_Invoke->callNative(&PAWN::StartRecordingPlayerData, playerid, recordtype, recordname);
}
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void StopRecordingPlayerData(int playerid) {
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g_Invoke->callNative(&PAWN::StopRecordingPlayerData, playerid);
}
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void SelectTextDraw(int playerid, int hovercolor) {
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g_Invoke->callNative(&PAWN::SelectTextDraw, playerid, hovercolor);
}
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void CancelSelectTextDraw(int playerid) {
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g_Invoke->callNative(&PAWN::CancelSelectTextDraw, playerid);
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}