a_players.inc 11 KB

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  1. /* SA-MP Player Functions
  2. *
  3. * (c) Copyright 2005-2012, SA-MP Team
  4. *
  5. */
  6. #if defined _players_included
  7. #endinput
  8. #endif
  9. #define _players_included
  10. #pragma library players
  11. #define SPECIAL_ACTION_NONE 0
  12. #define SPECIAL_ACTION_DUCK 1
  13. #define SPECIAL_ACTION_USEJETPACK 2
  14. #define SPECIAL_ACTION_ENTER_VEHICLE 3
  15. #define SPECIAL_ACTION_EXIT_VEHICLE 4
  16. #define SPECIAL_ACTION_DANCE1 5
  17. #define SPECIAL_ACTION_DANCE2 6
  18. #define SPECIAL_ACTION_DANCE3 7
  19. #define SPECIAL_ACTION_DANCE4 8
  20. #define SPECIAL_ACTION_HANDSUP 10
  21. #define SPECIAL_ACTION_USECELLPHONE 11
  22. #define SPECIAL_ACTION_SITTING 12
  23. #define SPECIAL_ACTION_STOPUSECELLPHONE 13
  24. #define SPECIAL_ACTION_DRINK_BEER 20
  25. #define SPECIAL_ACTION_SMOKE_CIGGY 21
  26. #define SPECIAL_ACTION_DRINK_WINE 22
  27. #define SPECIAL_ACTION_DRINK_SPRUNK 23
  28. #define SPECIAL_ACTION_CUFFED 24
  29. #define SPECIAL_ACTION_CARRY 25
  30. #define FIGHT_STYLE_NORMAL 4
  31. #define FIGHT_STYLE_BOXING 5
  32. #define FIGHT_STYLE_KUNGFU 6
  33. #define FIGHT_STYLE_KNEEHEAD 7
  34. #define FIGHT_STYLE_GRABKICK 15
  35. #define FIGHT_STYLE_ELBOW 16
  36. #define WEAPONSKILL_PISTOL 0
  37. #define WEAPONSKILL_PISTOL_SILENCED 1
  38. #define WEAPONSKILL_DESERT_EAGLE 2
  39. #define WEAPONSKILL_SHOTGUN 3
  40. #define WEAPONSKILL_SAWNOFF_SHOTGUN 4
  41. #define WEAPONSKILL_SPAS12_SHOTGUN 5
  42. #define WEAPONSKILL_MICRO_UZI 6
  43. #define WEAPONSKILL_MP5 7
  44. #define WEAPONSKILL_AK47 8
  45. #define WEAPONSKILL_M4 9
  46. #define WEAPONSKILL_SNIPERRIFLE 10
  47. #define WEAPONSTATE_UNKNOWN -1
  48. #define WEAPONSTATE_NO_BULLETS 0
  49. #define WEAPONSTATE_LAST_BULLET 1
  50. #define WEAPONSTATE_MORE_BULLETS 2
  51. #define WEAPONSTATE_RELOADING 3
  52. // Player
  53. native SetSpawnInfo(playerid, team, skin, Float:x, Float:y, Float:z, Float:rotation, weapon1, weapon1_ammo, weapon2, weapon2_ammo, weapon3, weapon3_ammo);
  54. native SpawnPlayer(playerid);
  55. // Player info
  56. native SetPlayerPos(playerid, Float:x, Float:y, Float:z);
  57. native SetPlayerPosFindZ(playerid, Float:x, Float:y, Float:z);
  58. native GetPlayerPos(playerid, &Float:x, &Float:y, &Float:z);
  59. native SetPlayerFacingAngle(playerid,Float:ang);
  60. native GetPlayerFacingAngle(playerid,&Float:ang);
  61. native IsPlayerInRangeOfPoint(playerid, Float:range, Float:x, Float:y, Float:z);
  62. native Float:GetPlayerDistanceFromPoint(playerid, Float:X, Float:Y, Float:Z);
  63. native IsPlayerStreamedIn(playerid, forplayerid);
  64. native SetPlayerInterior(playerid,interiorid);
  65. native GetPlayerInterior(playerid);
  66. native SetPlayerHealth(playerid, Float:health);
  67. native GetPlayerHealth(playerid, &Float:health);
  68. native SetPlayerArmour(playerid, Float:armour);
  69. native GetPlayerArmour(playerid, &Float:armour);
  70. native SetPlayerAmmo(playerid, weaponslot, ammo);
  71. native GetPlayerAmmo(playerid);
  72. native GetPlayerWeaponState(playerid);
  73. native GetPlayerTargetPlayer(playerid);
  74. native SetPlayerTeam(playerid, teamid);
  75. native GetPlayerTeam(playerid);
  76. native SetPlayerScore(playerid,score);
  77. native GetPlayerScore(playerid);
  78. native GetPlayerDrunkLevel(playerid);
  79. native SetPlayerDrunkLevel(playerid, level);
  80. native SetPlayerColor(playerid,color);
  81. native GetPlayerColor(playerid);
  82. native SetPlayerSkin(playerid, skinid);
  83. native GetPlayerSkin(playerid);
  84. native GivePlayerWeapon(playerid, weaponid, ammo);
  85. native ResetPlayerWeapons(playerid);
  86. native SetPlayerArmedWeapon(playerid, weaponid);
  87. native GetPlayerWeaponData(playerid, slot, &weapons, &ammo);
  88. native GivePlayerMoney(playerid,money);
  89. native ResetPlayerMoney(playerid);
  90. native SetPlayerName(playerid, const name[]);
  91. native GetPlayerMoney(playerid);
  92. native GetPlayerState(playerid);
  93. native GetPlayerIp(playerid, name[], len);
  94. native GetPlayerPing(playerid);
  95. native GetPlayerWeapon(playerid);
  96. native GetPlayerKeys(playerid, &keys, &updown, &leftright);
  97. native GetPlayerName(playerid, const name[], len);
  98. native SetPlayerTime(playerid, hour, minute);
  99. native GetPlayerTime(playerid, &hour, &minute);
  100. native TogglePlayerClock(playerid, toggle);
  101. native SetPlayerWeather(playerid, weather);
  102. native ForceClassSelection(playerid);
  103. native SetPlayerWantedLevel(playerid, level);
  104. native GetPlayerWantedLevel(playerid);
  105. native SetPlayerFightingStyle(playerid, style);
  106. native GetPlayerFightingStyle(playerid);
  107. native SetPlayerVelocity(playerid, Float:X, Float:Y, Float:Z);
  108. native GetPlayerVelocity( playerid, &Float:X, &Float:Y, &Float:Z );
  109. native PlayCrimeReportForPlayer(playerid, suspectid, crime);
  110. native PlayAudioStreamForPlayer(playerid, url[], Float:posX = 0.0, Float:posY = 0.0, Float:posZ = 0.0, Float:distance = 50.0, usepos = 0);
  111. native StopAudioStreamForPlayer(playerid);
  112. native SetPlayerShopName(playerid, shopname[]);
  113. native SetPlayerSkillLevel(playerid, skill, level);
  114. native GetPlayerSurfingVehicleID(playerid);
  115. native GetPlayerSurfingObjectID(playerid);
  116. native RemoveBuildingForPlayer(playerid, modelid, Float:fX, Float:fY, Float:fZ, Float:fRadius);
  117. // Attached to bone objects
  118. #define MAX_PLAYER_ATTACHED_OBJECTS 10 // This is the number of attached indexes available ie 10 = 0-9
  119. 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);
  120. native RemovePlayerAttachedObject(playerid, index);
  121. native IsPlayerAttachedObjectSlotUsed(playerid, index);
  122. native EditAttachedObject(playerid, index);
  123. // Per-player TextDraws
  124. native PlayerText:CreatePlayerTextDraw(playerid, Float:x, Float:y, text[]);
  125. native PlayerTextDrawDestroy(playerid, PlayerText:text);
  126. native PlayerTextDrawLetterSize(playerid, PlayerText:text, Float:x, Float:y);
  127. native PlayerTextDrawTextSize(playerid, PlayerText:text, Float:x, Float:y);
  128. native PlayerTextDrawAlignment(playerid, PlayerText:text, alignment);
  129. native PlayerTextDrawColor(playerid, PlayerText:text, color);
  130. native PlayerTextDrawUseBox(playerid, PlayerText:text, use);
  131. native PlayerTextDrawBoxColor(playerid, PlayerText:text, color);
  132. native PlayerTextDrawSetShadow(playerid, PlayerText:text, size);
  133. native PlayerTextDrawSetOutline(playerid, PlayerText:text, size);
  134. native PlayerTextDrawBackgroundColor(playerid, PlayerText:text, color);
  135. native PlayerTextDrawFont(playerid, PlayerText:text, font);
  136. native PlayerTextDrawSetProportional(playerid, PlayerText:text, set);
  137. native PlayerTextDrawSetSelectable(playerid, PlayerText:text, set);
  138. native PlayerTextDrawShow(playerid, PlayerText:text);
  139. native PlayerTextDrawHide(playerid, PlayerText:text);
  140. native PlayerTextDrawSetString(playerid, PlayerText:text, string[]);
  141. native PlayerTextDrawSetPreviewModel(playerid, PlayerText:text, modelindex);
  142. native PlayerTextDrawSetPreviewRot(playerid, PlayerText:text, Float:fRotX, Float:fRotY, Float:fRotZ, Float:fZoom = 1.0);
  143. native PlayerTextDrawSetPreviewVehCol(playerid, PlayerText:text, color1, color2);
  144. // Per-player variable system (PVars)
  145. native SetPVarInt(playerid, varname[], int_value);
  146. native GetPVarInt(playerid, varname[]);
  147. native SetPVarString(playerid, varname[], string_value[]);
  148. native GetPVarString(playerid, varname[], string_return[], len);
  149. native SetPVarFloat(playerid, varname[], Float:float_value);
  150. native Float:GetPVarFloat(playerid, varname[]);
  151. native DeletePVar(playerid, varname[]);
  152. // PVar enumeration
  153. #define PLAYER_VARTYPE_NONE 0
  154. #define PLAYER_VARTYPE_INT 1
  155. #define PLAYER_VARTYPE_STRING 2
  156. #define PLAYER_VARTYPE_FLOAT 3
  157. native GetPVarsUpperIndex(playerid);
  158. native GetPVarNameAtIndex(playerid, index, ret_varname[], ret_len);
  159. native GetPVarType(playerid, varname[]);
  160. #define MAX_CHATBUBBLE_LENGTH 144
  161. native SetPlayerChatBubble(playerid, text[], color, Float:drawdistance, expiretime);
  162. // Player controls
  163. native PutPlayerInVehicle(playerid, vehicleid, seatid);
  164. native GetPlayerVehicleID(playerid);
  165. native GetPlayerVehicleSeat(playerid);
  166. native RemovePlayerFromVehicle(playerid);
  167. native TogglePlayerControllable(playerid, toggle);
  168. native PlayerPlaySound(playerid, soundid, Float:x, Float:y, Float:z);
  169. native ApplyAnimation(playerid, animlib[], animname[], Float:fDelta, loop, lockx, locky, freeze, time, forcesync = 0);
  170. native ClearAnimations(playerid, forcesync = 0);
  171. native GetPlayerAnimationIndex(playerid); // return the index of any running applied animations (0 if none are running)
  172. native GetAnimationName(index, animlib[], len1, animname[], len2); // get the animation lib/name for the index
  173. native GetPlayerSpecialAction(playerid);
  174. native SetPlayerSpecialAction(playerid,actionid);
  175. // Player world/map related
  176. native SetPlayerCheckpoint(playerid, Float:x, Float:y, Float:z, Float:size);
  177. native DisablePlayerCheckpoint(playerid);
  178. native SetPlayerRaceCheckpoint(playerid, type, Float:x, Float:y, Float:z, Float:nextx, Float:nexty, Float:nextz, Float:size);
  179. native DisablePlayerRaceCheckpoint(playerid);
  180. native SetPlayerWorldBounds(playerid,Float:x_max,Float:x_min,Float:y_max,Float:y_min);
  181. native SetPlayerMarkerForPlayer(playerid, showplayerid, color);
  182. native ShowPlayerNameTagForPlayer(playerid, showplayerid, show);
  183. #define MAPICON_LOCAL 0 // displays in the player's local are
  184. #define MAPICON_GLOBAL 1 // displays always
  185. #define MAPICON_LOCAL_CHECKPOINT 2 // displays in the player's local area and has a checkpoint marker
  186. #define MAPICON_GLOBAL_CHECKPOINT 3 // displays always and has a checkpoint marker
  187. native SetPlayerMapIcon(playerid, iconid, Float:x, Float:y, Float:z, markertype, color, style = MAPICON_LOCAL);
  188. native RemovePlayerMapIcon(playerid, iconid);
  189. native AllowPlayerTeleport(playerid, allow);
  190. // Player camera
  191. native SetPlayerCameraPos(playerid,Float:x, Float:y, Float:z);
  192. #define CAMERA_CUT 2
  193. #define CAMERA_MOVE 1
  194. native SetPlayerCameraLookAt(playerid, Float:x, Float:y, Float:z, cut = CAMERA_CUT);
  195. native SetCameraBehindPlayer(playerid);
  196. native GetPlayerCameraPos(playerid, &Float:x, &Float:y, &Float:z);
  197. native GetPlayerCameraFrontVector(playerid, &Float:x, &Float:y, &Float:z);
  198. native GetPlayerCameraMode(playerid);
  199. native AttachCameraToObject(playerid, objectid);
  200. native AttachCameraToPlayerObject(playerid, playerobjectid);
  201. native InterpolateCameraPos(playerid, Float:FromX, Float:FromY, Float:FromZ, Float:ToX, Float:ToY, Float:ToZ, time, cut = CAMERA_CUT);
  202. native InterpolateCameraLookAt(playerid, Float:FromX, Float:FromY, Float:FromZ, Float:ToX, Float:ToY, Float:ToZ, time, cut = CAMERA_CUT);
  203. // Player conditionals
  204. native IsPlayerConnected(playerid);
  205. native IsPlayerInVehicle(playerid, vehicleid);
  206. native IsPlayerInAnyVehicle(playerid);
  207. native IsPlayerInCheckpoint(playerid);
  208. native IsPlayerInRaceCheckpoint(playerid);
  209. // Virtual Worlds
  210. native SetPlayerVirtualWorld(playerid, worldid);
  211. native GetPlayerVirtualWorld(playerid);
  212. // Insane Stunts
  213. native EnableStuntBonusForPlayer(playerid, enable);
  214. native EnableStuntBonusForAll(enable);
  215. // Spectating
  216. #define SPECTATE_MODE_NORMAL 1
  217. #define SPECTATE_MODE_FIXED 2
  218. #define SPECTATE_MODE_SIDE 3
  219. native TogglePlayerSpectating(playerid, toggle);
  220. native PlayerSpectatePlayer(playerid, targetplayerid, mode = SPECTATE_MODE_NORMAL);
  221. native PlayerSpectateVehicle(playerid, targetvehicleid, mode = SPECTATE_MODE_NORMAL);
  222. // Recording for NPC playback
  223. #define PLAYER_RECORDING_TYPE_NONE 0
  224. #define PLAYER_RECORDING_TYPE_DRIVER 1
  225. #define PLAYER_RECORDING_TYPE_ONFOOT 2
  226. native StartRecordingPlayerData(playerid, recordtype, recordname[]);
  227. native StopRecordingPlayerData(playerid);
  228. native SelectTextDraw(playerid, hovercolor); // enables the mouse so the player can select a textdraw
  229. native CancelSelectTextDraw(playerid); // cancel textdraw selection with the mouse