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/* SA-MP Player Functions
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*
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* (c) Copyright 2005-2015, SA-MP Team
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*
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*/
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#if defined _players_included
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#endinput
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#endif
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#define _players_included
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#pragma library players
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#define SPECIAL_ACTION_NONE 0
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#define SPECIAL_ACTION_DUCK 1
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#define SPECIAL_ACTION_USEJETPACK 2
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#define SPECIAL_ACTION_ENTER_VEHICLE 3
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#define SPECIAL_ACTION_EXIT_VEHICLE 4
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#define SPECIAL_ACTION_DANCE1 5
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#define SPECIAL_ACTION_DANCE2 6
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#define SPECIAL_ACTION_DANCE3 7
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#define SPECIAL_ACTION_DANCE4 8
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#define SPECIAL_ACTION_HANDSUP 10
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#define SPECIAL_ACTION_USECELLPHONE 11
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#define SPECIAL_ACTION_SITTING 12
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#define SPECIAL_ACTION_STOPUSECELLPHONE 13
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#define SPECIAL_ACTION_DRINK_BEER 20
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#define SPECIAL_ACTION_SMOKE_CIGGY 21
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#define SPECIAL_ACTION_DRINK_WINE 22
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#define SPECIAL_ACTION_DRINK_SPRUNK 23
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#define SPECIAL_ACTION_CUFFED 24
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#define SPECIAL_ACTION_CARRY 25
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#define FIGHT_STYLE_NORMAL 4
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#define FIGHT_STYLE_BOXING 5
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#define FIGHT_STYLE_KUNGFU 6
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#define FIGHT_STYLE_KNEEHEAD 7
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#define FIGHT_STYLE_GRABKICK 15
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#define FIGHT_STYLE_ELBOW 16
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#define WEAPONSKILL_PISTOL 0
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#define WEAPONSKILL_PISTOL_SILENCED 1
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#define WEAPONSKILL_DESERT_EAGLE 2
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#define WEAPONSKILL_SHOTGUN 3
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#define WEAPONSKILL_SAWNOFF_SHOTGUN 4
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#define WEAPONSKILL_SPAS12_SHOTGUN 5
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#define WEAPONSKILL_MICRO_UZI 6
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#define WEAPONSKILL_MP5 7
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#define WEAPONSKILL_AK47 8
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#define WEAPONSKILL_M4 9
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#define WEAPONSKILL_SNIPERRIFLE 10
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#define WEAPONSTATE_UNKNOWN -1
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#define WEAPONSTATE_NO_BULLETS 0
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#define WEAPONSTATE_LAST_BULLET 1
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#define WEAPONSTATE_MORE_BULLETS 2
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#define WEAPONSTATE_RELOADING 3
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// Player
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native SetSpawnInfo(playerid, team, skin, Float:x, Float:y, Float:z, Float:rotation, weapon1, weapon1_ammo, weapon2, weapon2_ammo, weapon3, weapon3_ammo);
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native SpawnPlayer(playerid);
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// Player info
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native SetPlayerPos(playerid, Float:x, Float:y, Float:z);
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native SetPlayerPosFindZ(playerid, Float:x, Float:y, Float:z);
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native GetPlayerPos(playerid, &Float:x, &Float:y, &Float:z);
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native SetPlayerFacingAngle(playerid,Float:ang);
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native GetPlayerFacingAngle(playerid,&Float:ang);
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native IsPlayerInRangeOfPoint(playerid, Float:range, Float:x, Float:y, Float:z);
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native Float:GetPlayerDistanceFromPoint(playerid, Float:X, Float:Y, Float:Z);
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native IsPlayerStreamedIn(playerid, forplayerid);
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native SetPlayerInterior(playerid,interiorid);
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native GetPlayerInterior(playerid);
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native SetPlayerHealth(playerid, Float:health);
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native GetPlayerHealth(playerid, &Float:health);
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native SetPlayerArmour(playerid, Float:armour);
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native GetPlayerArmour(playerid, &Float:armour);
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native SetPlayerAmmo(playerid, weaponslot, ammo);
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native GetPlayerAmmo(playerid);
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native GetPlayerWeaponState(playerid);
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native GetPlayerTargetPlayer(playerid);
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native GetPlayerTargetActor(playerid);
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native SetPlayerTeam(playerid, teamid);
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native GetPlayerTeam(playerid);
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native SetPlayerScore(playerid,score);
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native GetPlayerScore(playerid);
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native GetPlayerDrunkLevel(playerid);
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native SetPlayerDrunkLevel(playerid, level);
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native SetPlayerColor(playerid,color);
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native GetPlayerColor(playerid);
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native SetPlayerSkin(playerid, skinid);
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native GetPlayerSkin(playerid);
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native GivePlayerWeapon(playerid, weaponid, ammo);
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native ResetPlayerWeapons(playerid);
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native SetPlayerArmedWeapon(playerid, weaponid);
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native GetPlayerWeaponData(playerid, slot, &weapons, &ammo);
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native GivePlayerMoney(playerid,money);
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native ResetPlayerMoney(playerid);
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native SetPlayerName(playerid, const name[]);
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native GetPlayerMoney(playerid);
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native GetPlayerState(playerid);
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native GetPlayerIp(playerid, name[], len);
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native GetPlayerPing(playerid);
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native GetPlayerWeapon(playerid);
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native GetPlayerKeys(playerid, &keys, &updown, &leftright);
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native GetPlayerName(playerid, const name[], len);
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native SetPlayerTime(playerid, hour, minute);
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native GetPlayerTime(playerid, &hour, &minute);
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native TogglePlayerClock(playerid, toggle);
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native SetPlayerWeather(playerid, weather);
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native ForceClassSelection(playerid);
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native SetPlayerWantedLevel(playerid, level);
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native GetPlayerWantedLevel(playerid);
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native SetPlayerFightingStyle(playerid, style);
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native GetPlayerFightingStyle(playerid);
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native SetPlayerVelocity(playerid, Float:X, Float:Y, Float:Z);
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native GetPlayerVelocity( playerid, &Float:X, &Float:Y, &Float:Z );
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native PlayCrimeReportForPlayer(playerid, suspectid, crime);
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native PlayAudioStreamForPlayer(playerid, url[], Float:posX = 0.0, Float:posY = 0.0, Float:posZ = 0.0, Float:distance = 50.0, usepos = 0);
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native StopAudioStreamForPlayer(playerid);
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native SetPlayerShopName(playerid, shopname[]);
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native SetPlayerSkillLevel(playerid, skill, level);
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native GetPlayerSurfingVehicleID(playerid);
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native GetPlayerSurfingObjectID(playerid);
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native RemoveBuildingForPlayer(playerid, modelid, Float:fX, Float:fY, Float:fZ, Float:fRadius);
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native GetPlayerLastShotVectors(playerid, &Float:fOriginX, &Float:fOriginY, &Float:fOriginZ, &Float:fHitPosX, &Float:fHitPosY, &Float:fHitPosZ);
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// Attached to bone objects
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#define MAX_PLAYER_ATTACHED_OBJECTS 10 // This is the number of attached indexes available ie 10 = 0-9
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native SetPlayerAttachedObject(playerid, index, modelid, bone, Float:fOffsetX = 0.0, Float:fOffsetY = 0.0, Float:fOffsetZ = 0.0, Float:fRotX = 0.0, Float:fRotY = 0.0, Float:fRotZ = 0.0, Float:fScaleX = 1.0, Float:fScaleY = 1.0, Float:fScaleZ = 1.0, materialcolor1 = 0, materialcolor2 = 0);
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native RemovePlayerAttachedObject(playerid, index);
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native IsPlayerAttachedObjectSlotUsed(playerid, index);
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native EditAttachedObject(playerid, index);
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// Per-player TextDraws
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native PlayerText:CreatePlayerTextDraw(playerid, Float:x, Float:y, text[]);
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native PlayerTextDrawDestroy(playerid, PlayerText:text);
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native PlayerTextDrawLetterSize(playerid, PlayerText:text, Float:x, Float:y);
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native PlayerTextDrawTextSize(playerid, PlayerText:text, Float:x, Float:y);
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native PlayerTextDrawAlignment(playerid, PlayerText:text, alignment);
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native PlayerTextDrawColor(playerid, PlayerText:text, color);
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native PlayerTextDrawUseBox(playerid, PlayerText:text, use);
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native PlayerTextDrawBoxColor(playerid, PlayerText:text, color);
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native PlayerTextDrawSetShadow(playerid, PlayerText:text, size);
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native PlayerTextDrawSetOutline(playerid, PlayerText:text, size);
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native PlayerTextDrawBackgroundColor(playerid, PlayerText:text, color);
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native PlayerTextDrawFont(playerid, PlayerText:text, font);
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native PlayerTextDrawSetProportional(playerid, PlayerText:text, set);
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native PlayerTextDrawSetSelectable(playerid, PlayerText:text, set);
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native PlayerTextDrawShow(playerid, PlayerText:text);
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native PlayerTextDrawHide(playerid, PlayerText:text);
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native PlayerTextDrawSetString(playerid, PlayerText:text, string[]);
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native PlayerTextDrawSetPreviewModel(playerid, PlayerText:text, modelindex);
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native PlayerTextDrawSetPreviewRot(playerid, PlayerText:text, Float:fRotX, Float:fRotY, Float:fRotZ, Float:fZoom = 1.0);
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native PlayerTextDrawSetPreviewVehCol(playerid, PlayerText:text, color1, color2);
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// Per-player variable system (PVars)
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native SetPVarInt(playerid, varname[], int_value);
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native GetPVarInt(playerid, varname[]);
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native SetPVarString(playerid, varname[], string_value[]);
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native GetPVarString(playerid, varname[], string_return[], len);
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native SetPVarFloat(playerid, varname[], Float:float_value);
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native Float:GetPVarFloat(playerid, varname[]);
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native DeletePVar(playerid, varname[]);
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// PVar enumeration
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#define PLAYER_VARTYPE_NONE 0
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#define PLAYER_VARTYPE_INT 1
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#define PLAYER_VARTYPE_STRING 2
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#define PLAYER_VARTYPE_FLOAT 3
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native GetPVarsUpperIndex(playerid);
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native GetPVarNameAtIndex(playerid, index, ret_varname[], ret_len);
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native GetPVarType(playerid, varname[]);
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#define MAX_CHATBUBBLE_LENGTH 144
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native SetPlayerChatBubble(playerid, text[], color, Float:drawdistance, expiretime);
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// Player control
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native PutPlayerInVehicle(playerid, vehicleid, seatid);
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native GetPlayerVehicleID(playerid);
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native GetPlayerVehicleSeat(playerid);
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native RemovePlayerFromVehicle(playerid);
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native TogglePlayerControllable(playerid, toggle);
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native PlayerPlaySound(playerid, soundid, Float:x, Float:y, Float:z);
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native ApplyAnimation(playerid, animlib[], animname[], Float:fDelta, loop, lockx, locky, freeze, time, forcesync = 0);
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native ClearAnimations(playerid, forcesync = 0);
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native GetPlayerAnimationIndex(playerid); // return the index of any running applied animations (0 if none are running)
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native GetAnimationName(index, animlib[], len1, animname[], len2); // get the animation lib/name for the index
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native GetPlayerSpecialAction(playerid);
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native SetPlayerSpecialAction(playerid,actionid);
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native DisableRemoteVehicleCollisions(playerid, disable);
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// Player world/map related
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native SetPlayerCheckpoint(playerid, Float:x, Float:y, Float:z, Float:size);
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native DisablePlayerCheckpoint(playerid);
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native SetPlayerRaceCheckpoint(playerid, type, Float:x, Float:y, Float:z, Float:nextx, Float:nexty, Float:nextz, Float:size);
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native DisablePlayerRaceCheckpoint(playerid);
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native SetPlayerWorldBounds(playerid,Float:x_max,Float:x_min,Float:y_max,Float:y_min);
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native SetPlayerMarkerForPlayer(playerid, showplayerid, color);
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native ShowPlayerNameTagForPlayer(playerid, showplayerid, show);
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#define MAPICON_LOCAL 0 // displays in the player's local are
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#define MAPICON_GLOBAL 1 // displays always
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#define MAPICON_LOCAL_CHECKPOINT 2 // displays in the player's local area and has a checkpoint marker
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#define MAPICON_GLOBAL_CHECKPOINT 3 // displays always and has a checkpoint marker
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native SetPlayerMapIcon(playerid, iconid, Float:x, Float:y, Float:z, markertype, color, style = MAPICON_LOCAL);
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native RemovePlayerMapIcon(playerid, iconid);
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native AllowPlayerTeleport(playerid, allow);
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// Player camera
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native SetPlayerCameraPos(playerid,Float:x, Float:y, Float:z);
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#define CAMERA_CUT 2
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#define CAMERA_MOVE 1
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native SetPlayerCameraLookAt(playerid, Float:x, Float:y, Float:z, cut = CAMERA_CUT);
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native SetCameraBehindPlayer(playerid);
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native GetPlayerCameraPos(playerid, &Float:x, &Float:y, &Float:z);
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native GetPlayerCameraFrontVector(playerid, &Float:x, &Float:y, &Float:z);
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native GetPlayerCameraMode(playerid);
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native EnablePlayerCameraTarget(playerid, enable);
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native GetPlayerCameraTargetObject(playerid);
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native GetPlayerCameraTargetVehicle(playerid);
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native GetPlayerCameraTargetPlayer(playerid);
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native GetPlayerCameraTargetActor(playerid);
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native Float:GetPlayerCameraAspectRatio(playerid);
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native Float:GetPlayerCameraZoom(playerid);
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native AttachCameraToObject(playerid, objectid);
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native AttachCameraToPlayerObject(playerid, playerobjectid);
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native InterpolateCameraPos(playerid, Float:FromX, Float:FromY, Float:FromZ, Float:ToX, Float:ToY, Float:ToZ, time, cut = CAMERA_CUT);
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native InterpolateCameraLookAt(playerid, Float:FromX, Float:FromY, Float:FromZ, Float:ToX, Float:ToY, Float:ToZ, time, cut = CAMERA_CUT);
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// Player conditionals
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native IsPlayerConnected(playerid);
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native IsPlayerInVehicle(playerid, vehicleid);
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native IsPlayerInAnyVehicle(playerid);
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native IsPlayerInCheckpoint(playerid);
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native IsPlayerInRaceCheckpoint(playerid);
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// Virtual Worlds
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native SetPlayerVirtualWorld(playerid, worldid);
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native GetPlayerVirtualWorld(playerid);
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// Insane Stunts
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native EnableStuntBonusForPlayer(playerid, enable);
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native EnableStuntBonusForAll(enable);
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// Spectating
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#define SPECTATE_MODE_NORMAL 1
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#define SPECTATE_MODE_FIXED 2
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#define SPECTATE_MODE_SIDE 3
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native TogglePlayerSpectating(playerid, toggle);
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native PlayerSpectatePlayer(playerid, targetplayerid, mode = SPECTATE_MODE_NORMAL);
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native PlayerSpectateVehicle(playerid, targetvehicleid, mode = SPECTATE_MODE_NORMAL);
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// Recording for NPC playback
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#define PLAYER_RECORDING_TYPE_NONE 0
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#define PLAYER_RECORDING_TYPE_DRIVER 1
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#define PLAYER_RECORDING_TYPE_ONFOOT 2
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native StartRecordingPlayerData(playerid, recordtype, recordname[]);
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native StopRecordingPlayerData(playerid);
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native SelectTextDraw(playerid, hovercolor); // enables the mouse so the player can select a textdraw
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native CancelSelectTextDraw(playerid); // cancel textdraw selection with the mouse
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// Explosion
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native CreateExplosionForPlayer(playerid, Float:X, Float:Y, Float:Z, type, Float:Radius);
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