#include "a_samp.h" int CreateVehicle(int vehicletype, float x, float y, float z, float rotation, int color1, int color2, int respawn_delay) { return g_Invoke->callNative(&PAWN::CreateVehicle, vehicletype, x, y, z, rotation, color1, color2, respawn_delay); } void DestroyVehicle(int vehicleid) { g_Invoke->callNative(&PAWN::DestroyVehicle, vehicleid); } void IsVehicleStreamedIn(int vehicleid, int forplayerid) { g_Invoke->callNative(&PAWN::IsVehicleStreamedIn, vehicleid, forplayerid); } void GetVehiclePos(int vehicleid, float& x, float& y, float& z) { float _x = NULL; float _y = NULL; float _z = NULL; g_Invoke->callNative(&PAWN::GetVehiclePos, vehicleid, &_x, &_y, &_z); x = _x; y = _y; z = _z; } void SetVehiclePos(int vehicleid, float x, float y, float z) { g_Invoke->callNative(&PAWN::SetVehiclePos, vehicleid, x, y, z); } void GetVehicleZAngle(int vehicleid, float& z_angle) { float _z_angle = NULL; g_Invoke->callNative(&PAWN::GetVehicleZAngle, vehicleid, &_z_angle); z_angle = _z_angle; } void GetVehicleRotationQuat(int vehicleid, float& w, float& x, float& y, float& z) { float _w = NULL; float _x = NULL; float _y = NULL; float _z = NULL; g_Invoke->callNative(&PAWN::GetVehicleRotationQuat, vehicleid, &_w, &_x, &_y, &_z); w = _w; x = _x; y = _y; z = _z; } void GetVehicleDistanceFromPoint(int vehicleid, float x, float y, float z) { g_Invoke->callNative(&PAWN::GetVehicleDistanceFromPoint, vehicleid, x, y, z); } void SetVehicleZAngle(int vehicleid, float z_angle) { g_Invoke->callNative(&PAWN::SetVehicleZAngle, vehicleid, z_angle); } void SetVehicleParamsForPlayer(int vehicleid, int playerid, int objective, int doorslocked) { g_Invoke->callNative(&PAWN::SetVehicleParamsForPlayer, vehicleid, playerid, objective, doorslocked); } void ManualVehicleEngineAndLights() { //g_Invoke->callNative(&PAWN::ManualVehicleEngineAndLights); } void SetVehicleParamsEx(int vehicleid, int engine, int lights, int alarm, int doors, int bonnet, int boot, int objective) { g_Invoke->callNative(&PAWN::SetVehicleParamsEx, vehicleid, engine, lights, alarm, doors, bonnet, boot, objective); } void GetVehicleParamsEx(int vehicleid, int& engine, int& lights, int& alarm, int& doors, int& bonnet, int& boot, int& objective) { int _engine = NULL; int _lights = NULL; int _alarm = NULL; int _doors = NULL; int _bonnet = NULL; int _boot = NULL; int _objective = NULL; g_Invoke->callNative(&PAWN::GetVehicleParamsEx, vehicleid, &_engine, &_lights, &_alarm, &_doors, &_bonnet, &_boot, &_objective); engine = _engine; lights = _lights; alarm = _alarm; doors = _doors; bonnet = _bonnet; boot = _boot; objective = _objective; } void SetVehicleToRespawn(int vehicleid) { g_Invoke->callNative(&PAWN::SetVehicleToRespawn, vehicleid); } void LinkVehicleToInterior(int vehicleid, int interiorid) { g_Invoke->callNative(&PAWN::LinkVehicleToInterior, vehicleid, interiorid); } void AddVehicleComponent(int vehicleid, int componentid) { g_Invoke->callNative(&PAWN::AddVehicleComponent, vehicleid, componentid); } void RemoveVehicleComponent(int vehicleid, int componentid) { g_Invoke->callNative(&PAWN::RemoveVehicleComponent, vehicleid, componentid); } void ChangeVehicleColor(int vehicleid, int color1, int color2) { g_Invoke->callNative(&PAWN::ChangeVehicleColor, vehicleid, color1, color2); } void ChangeVehiclePaintjob(int vehicleid, int paintjobid) { g_Invoke->callNative(&PAWN::ChangeVehiclePaintjob, vehicleid, paintjobid); } void SetVehicleHealth(int vehicleid, float health) { g_Invoke->callNative(&PAWN::SetVehicleHealth, vehicleid, health); } void GetVehicleHealth(int vehicleid, float& health) { float _health = NULL; g_Invoke->callNative(&PAWN::GetVehicleHealth, vehicleid, &_health); health = _health; } void AttachTrailerToVehicle(int trailerid, int vehicleid) { g_Invoke->callNative(&PAWN::AttachTrailerToVehicle, trailerid, vehicleid); } void DetachTrailerFromVehicle(int vehicleid) { g_Invoke->callNative(&PAWN::DetachTrailerFromVehicle, vehicleid); } int IsTrailerAttachedToVehicle(int vehicleid) { return g_Invoke->callNative(&PAWN::IsTrailerAttachedToVehicle, vehicleid); } int GetVehicleTrailer(int vehicleid) { return g_Invoke->callNative(&PAWN::GetVehicleTrailer, vehicleid); } void SetVehicleNumberPlate(int vehicleid, char* numberplate) { g_Invoke->callNative(&PAWN::SetVehicleNumberPlate, vehicleid, numberplate); } int GetVehicleModel(int vehicleid) { return g_Invoke->callNative(&PAWN::GetVehicleModel, vehicleid); } int GetVehicleComponentInSlot(int vehicleid, int slot) { return g_Invoke->callNative(&PAWN::GetVehicleComponentInSlot, vehicleid, slot); } int GetVehicleComponentType(int component) { return g_Invoke->callNative(&PAWN::GetVehicleComponentType, component); } void RepairVehicle(int vehicleid) { g_Invoke->callNative(&PAWN::RepairVehicle, vehicleid); } void GetVehicleVelocity(int vehicleid, float& x, float& y, float& z) { float _x = NULL; float _y = NULL; float _z = NULL; g_Invoke->callNative(&PAWN::GetVehicleVelocity, vehicleid, &_x, &_y, &_z); x = _x; y = _y; z = _z; } void SetVehicleVelocity(int vehicleid, float x, float y, float z) { g_Invoke->callNative(&PAWN::SetVehicleVelocity, vehicleid, x, y, z); } void SetVehicleAngularVelocity(int vehicleid, float x, float y, float z) { g_Invoke->callNative(&PAWN::SetVehicleAngularVelocity, vehicleid, x, y, z); } void GetVehicleDamageStatus(int vehicleid, int& panels, int& doors, int& lights, int& tires) { int _panels = NULL; int _doors = NULL; int _lights = NULL; int _tires = NULL; g_Invoke->callNative(&PAWN::GetVehicleDamageStatus, vehicleid, &_panels, &_doors, &_lights, &_tires); panels = _panels; doors = _doors; lights = _lights; tires = _tires; } void UpdateVehicleDamageStatus(int vehicleid, int panels, int doors, int lights, int tires) { g_Invoke->callNative(&PAWN::UpdateVehicleDamageStatus, vehicleid, panels, doors, lights, tires); } void GetVehicleModelInfo(int vehiclemodel, int infotype, float& x, float& y, float& z) { float _x = NULL; float _y = NULL; float _z = NULL; g_Invoke->callNative(&PAWN::GetVehicleModelInfo, vehiclemodel, infotype, &_x, &_y, &_z); x = _x; y = _y; z = _z; } void SetVehicleVirtualWorld(int vehicleid, int worldid) { g_Invoke->callNative(&PAWN::SetVehicleVirtualWorld, vehicleid, worldid); } int GetVehicleVirtualWorld(int vehicleid) { return g_Invoke->callNative(&PAWN::GetVehicleVirtualWorld, vehicleid); }