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- /* ---------------------------------
- FCNPC Plugin PAWN include
-
- - File: FCNPC.inc
- - Author: OrMisicL
- ---------------------------------*/
- #if defined _FCNPC_included
- #endinput
- #endif
- #define _FCNPC_included
- #pragma library FCNPC
- // Definitions
- #define MOVE_TYPE_WALK 0
- #define MOVE_TYPE_RUN 1
- #define MOVE_TYPE_SPRINT 2
- #define MOVE_TYPE_DRIVE 3
- #define MAX_NODES 64
- #define NODE_TYPE_NONE (-1)
- #define NODE_TYPE_PED 0
- #define NODE_TYPE_VEHICLE 1
- #define NODE_TYPE_BOAT 2
- // Callbacks
- forward FCNPC_OnCreate(npcid);
- forward FCNPC_OnSpawn(npcid);
- forward FCNPC_OnRespawn(npcid);
- forward FCNPC_OnDeath(npcid, killerid, weaponid);
- forward FCNPC_OnVehicleEntryComplete(npcid, vehicleid, seat);
- forward FCNPC_OnVehicleExitComplete(npcid);
- forward FCNPC_OnReachDestination(npcid);
- forward FCNPC_OnFinishPlayback(npcid);
- forward FCNPC_OnTakeDamage(npcid, damagerid, weaponid, bodypart, Float:health_loss);
- forward FCNPC_OnFinishNodePoint(npcid, point);
- forward FCNPC_OnChangeNode(playerid, nodeid);
- forward FCNPC_OnFinishNode(npcid);
- // Natives
- native FCNPC_SetUpdateRate(rate);
- native FCNPC_InitZMap(file[]);
- native FCNPC_Create(name[]);
- native FCNPC_Destroy(npcid);
- native FCNPC_Spawn(npcid, skinid, Float:X, Float:Y, Float:Z);
- native FCNPC_Respawn(npcid);
- native FCNPC_IsSpawned(npcid);
- native FCNPC_Kill(npcid);
- native FCNPC_IsDead(npcid);
- native FCNPC_SetPosition(npcid, Float:X, Float:Y, Float:Z);
- native FCNPC_GetPosition(npcid, &Float:X, &Float:Y, &Float:Z);
- native FCNPC_SetAngle(npcid, Float:Angle);
- native Float:FCNPC_GetAngle(npcid);
- native FCNPC_SetQuaternion(npcid, Float:X, Float:Y, Float:Z, Float:A);
- native FCNPC_GetQuaternion(npcid, &Float:X, &Float:Y, &Float:Z, &Float:A);
- native FCNPC_SetVelocity(npcid, Float:X, Float:Y, Float:Z);
- native FCNPC_GetVelocity(npcid, &Float:X, &Float:Y, &Float:Z);
- native FCNPC_SetInterior(npcid, interiorid);
- native FCNPC_GetInterior(npcid);
- native FCNPC_SetHealth(npcid, Float:health);
- native Float:FCNPC_GetHealth(npcid);
- native FCNPC_SetArmour(npcid, Float:armour);
- native Float:FCNPC_GetArmour(npcid);
- native FCNPC_SetSkin(npcid, skinid);
- native FCNPC_GetSkin(npcid);
- native FCNPC_SetWeapon(npcid, weaponid);
- native FCNPC_GetWeapon(npcid);
- native FCNPC_SetAmmo(npcid, ammo);
- native FCNPC_GetAmmo(npcid);
- native FCNPC_SetKeys(npcid, Keys);
- native FCNPC_GetKeys(npcid, &UDAnalog, &LRAnalog, &Keys);
- native FCNPC_SetSpecialAction(npcid, actionid);
- native FCNPC_GetSpecialAction(npcid);
- native FCNPC_ToggleReloading(npcid, bool:toggle);
- native FCNPC_ToggleInfiniteAmmo(npcid, bool:toggle);
- native FCNPC_GoTo(npcid, Float:X, Float:Y, Float:Z, type, Float:speed, UseZMap);
- native FCNPC_Stop(npcid);
- native FCNPC_IsMoving(npcid);
- native FCNPC_AimAt(npcid, Float:X, Float:Y, Float:Z, shoot);
- native FCNPC_StopAim(npcid);
- native FCNPC_MeleeAttack(npcid, delay);
- native FCNPC_StopAttack(npcid);
- native FCNPC_IsAiming(npcid);
- native FCNPC_IsShooting(npcid);
- native FCNPC_IsReloading(npcid);
- native FCNPC_EnterVehicle(npcid, vehicleid, seatid, type);
- native FCNPC_ExitVehicle(npcid);
- native FCNPC_PutInVehicle(npcid, vehicleid, seatid);
- native FCNPC_RemoveFromVehicle(npcid);
- native FCNPC_GetVehicleID(npcid);
- native FCNPC_GetVehicleSeat(npcid);
- native FCNPC_StartPlayingPlayback(npcid, file[]);
- native FCNPC_StopPlayingPlayback(npcid);
- native FCNPC_PausePlayingPlayback(npcid);
- native FCNPC_ResumePlayingPlayback(npcid);
- native FCNPC_OpenNode(nodeid);
- native FCNPC_CloseNode(nodeid);
- native FCNPC_IsNodeOpen(nodeid);
- native FCNPC_GetNodeType(nodeid);
- native FCNPC_SetNodePoint(nodeid, point);
- native FCNPC_GetNodePointPosition(nodeid, &Float:X, &Float:Y, &Float:Z);
- native FCNPC_GetNodePointCount(nodeid);
- native FCNPC_GetNodeInfo(nodeid, &vehnodes, &pednodes, &navinode);
- native FCNPC_PlayNode(npcid, nodeid, type);
- native FCNPC_StopPlayingNode(npcid);
- native FCNPC_GetZGround(Float:x, Float:y, &Float:z);
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