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- #if defined _INC_SKY
- #endinput
- #endif
- #define _INC_SKY
- // Make a player appear to spawn for all players but himself
- native SpawnPlayerForWorld(playerid);
- // Keep re-sending the last received sync data
- native FreezeSyncData(playerid, bool:toggle);
- // Set the HP bar (warning: affects GetPlayerHealth)
- native SetFakeHealth(playerid, health);
- // Set the armour bar (warning: affects GetPlayerArmour)
- native SetFakeArmour(playerid, armour);
- // Force a specific facing angle to sync for other players
- native SetFakeFacingAngle(playerid, Float:angle = Float:0x7FFFFFFF);
- // Disable stealth-knife sync (only the player doing it will see it happen)
- native SetKnifeSync(toggle);
- // Make a player appear dead for other players
- native SendDeath(playerid);
- // Set the last animation data
- native SetLastAnimationData(playerid, data);
- // Send the last sync data
- // If an animation is specified, it will be similar to ApplyAnimation
- native SendLastSyncData(playerid, toplayerid, animation = 0);
- // Clear animations for another player only
- native ClearAnimationsForPlayer(playerid, forplayerid);
- // Disable infinity ammo bugs and other bugs (some bugs still work)
- native SetDisableSyncBugs(toggle);
- // Make the weapon state always synced as WEAPONSTATE_MORE_BULLETS
- native SetInfiniteAmmoSync(playerid, toggle);
- // Stop syncing keys for a player
- native SetKeySyncBlocked(playerid, toggle);
- // Same as YSF (renamed to avoid problems)
- native TextDrawSetPosition(Text:text, Float:x, Float:y);
- // Same as YSF (renamed to avoid problems)
- native PlayerTextDrawSetPosition(playerid, PlayerText:text, Float:x, Float:y);
- // Set the string of a TextDraw per-player
- native TextDrawSetStringForPlayer(Text:text, playerid, const string[]);
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