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