/* SA:MP Actor Functions * * (c) Copyright 2005-2006, SA:MP Team * */ #if defined _actors_included #endinput #endif #define _actors_included #pragma library actors // Actor native CreateActor( modelid, Float:X, Float:Y, Float:Z, Float:Rotation, name[] ); native DestroyActor(actorid); native SpawnActor(actorid); native ActorMoveTo(actorid, movetype, Float:X, Float:Y, Float:Z ); native ActorEnterVehicle(actorid, vehicleid, passenger); native ActorExitVehicle(actorid,vehicleid); native ActorDriveVehicleTo(actorid, vehicleid, Float:X, Float:Y, Float:Z, Float:Speed, drivetype, Float:MinAltitude=0.0, Float:MaxAltitude=0.0); // Actor info native SetActorPos(actorid, Float:x, Float:y, Float:z); native SetActorPosFindZ(actorid, Float:x, Float:y, Float:z); native GetActorPos(actorid, &Float:x, &Float:y, &Float:z); native SetActorFacingAngle(actorid,Float:ang); native GetActorFacingAngle(actorid,&Float:ang); native SetActorInterior(actorid,interiorid); native GetActorInterior(actorid); native SetActorHealth(actorid, Float:health); native GetActorHealth(actorid, &Float:health); native SetActorArmour(actorid, Float:armour); native GetActorArmour(actorid, &Float:armour); native SetActorTeam(actorid, teamid); native GetActorTeam(actorid); native SetActorColor(actorid,color); native GetActorColor(actorid); native SetActorSkin(actorid, skinid); native GetActorSkin(actorid); native SetActorWeapon(actorid, weaponid); native ResetActorWeapon(actorid); native SetActorName(actorid, const name[]); native GetActorState(actorid); native GetActorWeapon(actorid); native GetActorKeys(actorid, &keys, &updown, &leftright); native GetActorName(actorid, const name[], len); // Actor controls native PutActorInVehicle(actorid, vehicleid, seatid); native GetActorVehicleID(actorid); native GetActorVehicleSeat(actorid); native RemoveActorFromVehicle(actorid); native ActorApplyAnimation(actorid, animlib[], animname[], Float:fS, opt1, opt2, opt3, opt4, opt5); native ActorClearAnimations(actorid); // Actor conditionals native IsActorConnected(actorid); native IsActorInVehicle(actorid, vehicleid); native IsActorInAnyVehicle(actorid); // Virtual Worlds native SetActorVirtualWorld(actorid, worldid); native GetActorVirtualWorld(actorid);Float:fS, opt1, opt2, opt3, opt4, opt5); native ActorClearAnimations(actorid); // Actor conditionals native IsActorConnected(actorid); native IsActorInVehicle(actorid, vehicleid); native IsActorInAnyVehicle(actorid);