|
/* 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);
|