/* SA-MP Vehicle Functions * * (c) Copyright 2005-2012, SA-MP Team * */ #if defined _vehicles_included #endinput #endif #define _vehicles_included #pragma library vehicles #define CARMODTYPE_SPOILER 0 #define CARMODTYPE_HOOD 1 #define CARMODTYPE_ROOF 2 #define CARMODTYPE_SIDESKIRT 3 #define CARMODTYPE_LAMPS 4 #define CARMODTYPE_NITRO 5 #define CARMODTYPE_EXHAUST 6 #define CARMODTYPE_WHEELS 7 #define CARMODTYPE_STEREO 8 #define CARMODTYPE_HYDRAULICS 9 #define CARMODTYPE_FRONT_BUMPER 10 #define CARMODTYPE_REAR_BUMPER 11 #define CARMODTYPE_VENT_RIGHT 12 #define CARMODTYPE_VENT_LEFT 13 #define VEHICLE_PARAMS_UNSET -1 #define VEHICLE_PARAMS_OFF 0 #define VEHICLE_PARAMS_ON 1 // Vehicle native CreateVehicle(vehicletype, Float:x, Float:y, Float:z, Float:rotation, color1, color2, respawn_delay, addsiren=0); native DestroyVehicle(vehicleid); native IsVehicleStreamedIn(vehicleid, forplayerid); native GetVehiclePos(vehicleid, &Float:x, &Float:y, &Float:z); native SetVehiclePos(vehicleid, Float:x, Float:y, Float:z); native GetVehicleZAngle(vehicleid, &Float:z_angle); native GetVehicleRotationQuat(vehicleid, &Float:w, &Float:x, &Float:y, &Float:z); native Float:GetVehicleDistanceFromPoint(vehicleid, Float:X, Float:Y, Float:Z); native SetVehicleZAngle(vehicleid, Float:z_angle); native SetVehicleParamsForPlayer(vehicleid,playerid,objective,doorslocked); native ManualVehicleEngineAndLights(); native SetVehicleParamsEx(vehicleid, engine, lights, alarm, doors, bonnet, boot, objective); native GetVehicleParamsEx(vehicleid, &engine, &lights, &alarm, &doors, &bonnet, &boot, &objective); native GetVehicleParamsSirenState(vehicleid); native SetVehicleParamsCarDoors(vehicleid, driver, passenger, backleft, backright); native GetVehicleParamsCarDoors(vehicleid, &driver, &passenger, &backleft, &backright); native SetVehicleParamsCarWindows(vehicleid, driver, passenger, backleft, backright); native GetVehicleParamsCarWindows(vehicleid, &driver, &passenger, &backleft, &backright); native SetVehicleToRespawn(vehicleid); native LinkVehicleToInterior(vehicleid, interiorid); native AddVehicleComponent(vehicleid, componentid); native RemoveVehicleComponent(vehicleid, componentid); native ChangeVehicleColor(vehicleid, color1, color2); native ChangeVehiclePaintjob(vehicleid, paintjobid); native SetVehicleHealth(vehicleid, Float:health); native GetVehicleHealth(vehicleid, &Float:health); native AttachTrailerToVehicle(trailerid, vehicleid); native DetachTrailerFromVehicle(vehicleid); native IsTrailerAttachedToVehicle(vehicleid); native GetVehicleTrailer(vehicleid); native SetVehicleNumberPlate(vehicleid, numberplate[]); native GetVehicleModel(vehicleid); native GetVehicleComponentInSlot(vehicleid, slot); // There is 1 slot for each CARMODTYPE_* native GetVehicleComponentType(component); // Find CARMODTYPE_* for component id native RepairVehicle(vehicleid); // Repairs the damage model and resets the health native GetVehicleVelocity(vehicleid, &Float:X, &Float:Y, &Float:Z); native SetVehicleVelocity(vehicleid, Float:X, Float:Y, Float:Z); native SetVehicleAngularVelocity(vehicleid, Float:X, Float:Y, Float:Z); native GetVehicleDamageStatus(vehicleid, &panels, &doors, &lights, &tires); native UpdateVehicleDamageStatus(vehicleid, panels, doors, lights, tires); #define VEHICLE_MODEL_INFO_SIZE 1 #define VEHICLE_MODEL_INFO_FRONTSEAT 2 #define VEHICLE_MODEL_INFO_REARSEAT 3 #define VEHICLE_MODEL_INFO_PETROLCAP 4 #define VEHICLE_MODEL_INFO_WHEELSFRONT 5 #define VEHICLE_MODEL_INFO_WHEELSREAR 6 #define VEHICLE_MODEL_INFO_WHEELSMID 7 #define VEHICLE_MODEL_INFO_FRONT_BUMPER_Z 8 #define VEHICLE_MODEL_INFO_REAR_BUMPER_Z 9 native GetVehicleModelInfo(vehiclemodel, infotype, &Float:X, &Float:Y, &Float:Z); // Virtual Worlds native SetVehicleVirtualWorld(vehicleid, worldid); native GetVehicleVirtualWorld(vehicleid);