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#hashtag |
Posted by: AbyssMorgan - 2021-04-18, 12:00 PM - Forum: Libraries
- Replies (1)
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Include contain function for chat #hashtag system
Code: hashtag.inc
Copyright ? 2021 Abyss Morgan. All rights reserved.
Contributors: None
Website: https://adm.ct8.pl
Plugins: SScanf
Modules: RGB
File Version: 1.2.1
Functions:
GetHashTag(playerid,text[],hashtag_color=0xCC0000FF,back_color=0xFFFFFFFF,max_len=sizeof(text));
GetAllowedHashTag();
SetAllowedHashTag(number);
HashTag::name(playerid);
Callbacks:
OnHashTagPresented(hashtag[]);
Example:
Code: //I want #suicide now :D
HashTag::suicide(playerid){
SetPlayerHealth(playerid,0.0);
return 1;
}
HashTag::banned(playerid){
PlayAudioStreamForPlayer(playerid,"example.com");
return 1;
}
public OnPlayerText(playerid,text[]){
GetHashTag(playerid,text,0xCC0000FF,0x00AA00FF,2048); //back_color the same as first chat color
SendClientMessageToAll(0x00AA00FF,text);
return 0;
}
Download:
hashtag.inc
RGB.inc
DataConvert.inc
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BitFunctions |
Posted by: AbyssMorgan - 2021-04-18, 11:54 AM - Forum: Libraries
- No Replies
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Include contains functions for manipulating bits / cells.
Code: BitFunctions.inc
Copyright ? 2021 Abyss Morgan. All rights reserved.
Website: https://adm.ct8.pl
Plugins: None
Modules: None
File Version: 1.8.0
bit 0 - 31:
(bit 31) --> 11111111000000001111010001010000 <-- (bit 0)
Example cell mode:
Mode 2 (cell id 15) --> 11 11 11 11 00 00 00 00 11 11 01 00 01 01 00 00 <-- (cell id 0)
Mode 4 (cell id 7) --> 1111 1111 0000 0000 1111 0100 0101 0000 <-- (cell id 0)
Mode 8 (cell id 3) --> 11111111 00000000 11110100 01010000 <-- (cell id 0)
Mode 16 (cell id 1) --> 1111111100000000 1111010001010000 <-- (cell id 0)
General Macros:
GetValueBit(value,bit);
SetValueBit(&value,bit,power);? //power 0 or 1
SetValueBitTrue(&value,bit);
SetValueBitFalse(&value,bit);
GetCellValue(value,cellid,mode);
SetCellValue(&value,cellid,mode,power);
GetCellValueEx(value,offset,cellsize);
SetCellValueEx(&value,offset,cellsize,power);
InvertValue(value);
InvertValueEx(value,key); //default key 0xFFFFFFFF
bool:CheckValue(value,&count=0); //even - false,uneven - true
File Byte Macros:
ExtractValue(value,&byte1,&byte2,&byte3,&byte4);
ExtractFloat(Float:value,&byte1,&byte2,&byte3,&byte4);
MergeValue(&value,byte1,byte2,byte3,byte4);
MergeFloat(&Float:value,byte1,byte2,byte3,byte4);
MergeValueEx(byte1,byte2,byte3,byte4);
Float:MergeFloatEx(byte1,byte2,byte3,byte4);
Dynamic Toggle Config Macros:
GetConfigAddress(itemid);
GetConfigBit(itemid);
GetConfigSize(max_items);
IsToggleConfigInformation(variable,itemid);
ToggleConfigInformation(variable,itemid,value); //values: 1/0
Download:
BitFunctions.inc
Example:
Code: new ExampleConfig[GetConfigSize(MAX_PLAYERS)];
//get:
IsToggleConfigInformation(ExampleConfig,playerid);
//set:
ToggleConfigInformation(ExampleConfig,playerid,1);
Value Extract/Merge:
Code: new val = 0x89ABCDEF;
new a, b, c, d;
ExtractValue(val,a,b,c,d);
printf("%x %x %x %x",a,b,c,d); //prints 89 AB CD EF
new tmp = 0;
MergeValue(tmp,a,b,c,d);
printf("%x",tmp); //prints 89ABCDEF
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LY (Unsigned Long) |
Posted by: AbyssMorgan - 2021-04-18, 11:52 AM - Forum: Libraries
- No Replies
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Hello, I would like to present the function to use the "unsigned long", or at least to increase the limit of numbers to
2 147 483 647 000 000 000
Code: LY.inc
Copyright ? 2021 Abyss Morgan. All rights reserved.
Website: https://adm.ct8.pl
Plugins: None
Modules: None
File Version: 1.6.1
Pawn Unsigned Long for 32 Bit language (precision 61-bit)
Available limit:
0 - 2 147 483 647 000 000 000
0 - 2 000 000 000 000 000 000
Functions:
IsValueContainLY(prefix,suffix,value);
GetLYString(prefix,suffix,string[],maxdest = sizeof(string));
LYStringToLY(&prefix,&suffix,const string[]); //Reverse to GetLYString
UpdateLY(&prefix,&suffix,value,limitprefix = DEFAULT_MAX_LY_PREFIX);
AddSeparatorLY(string[],const separator[]);
DeleteSeparatorLY(const string[],const separator[]);
CalculatePercentLY(&prefix,&suffix,Float:percent = 0.0,increase = true,limitprefix = DEFAULT_MAX_LY_PREFIX);
GetPercentLY(prefix,suffix,&o_prefix,&o_suffix,Float:percent = 0.0,limitprefix = DEFAULT_MAX_LY_PREFIX);
Operators:
IsLYEqual(prefix,suffix,from_prefix,from_suffix);
IsLYSmallerThan(prefix,suffix,from_prefix,from_suffix);
IsLYSmallerThanOrEqual(prefix,suffix,from_prefix,from_suffix);
IsLYBiggerThan(prefix,suffix,from_prefix,from_suffix);
IsLYBiggerThanOrEqual(prefix,suffix,from_prefix,from_suffix);
Example for bank system:
Code: pVar[playerid][pMoney] - your variable suffix
pVar[playerid][pMoneyLY] - your variable prefix
//adding money to the bank
UpdateLY(pVar[playerid][pMoneyLY], pVar[playerid][pMoney], amount); //<-- set your amount
GivePlayerMoney(playerid,-amount);
//the payment from the bank
if(IsValueContainLY(pVar[playerid][pMoneyLY], pVar[playerid][pMoney], amount)){ //<-- set your amount
? ? UpdateLY(pVar[playerid][pMoneyLY], pVar[playerid][pMoney], -amount);
? ? GivePlayerMoney(playerid,amount);
} else {
? ? //you do not have enough money
}
//The amount of money in bank
new mymoney[LY_STRING_LEN], buffer[128];
GetLYString(pVar[playerid][pMoneyLY], pVar[playerid][pMoney], mymoney);
format(buffer,sizeof buffer,"You money in bank: %s",mymoney);
SendClientMessage(playerid,-1,buffer);?
Download:
LY.inc
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@mentiones |
Posted by: AbyssMorgan - 2021-04-18, 08:02 AM - Forum: Libraries
- Replies (4)
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Include contain function for chat @mentiones system
Code: mentiones.inc
Copyright ? 2021 Abyss Morgan. All rights reserved.
Contributors: None
Website: https://adm.ct8.pl
Plugins: SScanf
Modules: RGB, DataConvert
File Version: 1.3.1
Functions:
GetMentiones(playerid,text[],mention_color=0xCC0000FF,back_color=0xFFFFFFFF,max_len=sizeof(text));
GetAllowedMentions();
SetAllowedMentions(number);
Callbacks:
OnPlayerMentioned(playerid,targetid);
Example:
Code: public OnPlayerMentioned(playerid,targetid){
//create your own notice with TextDraw/sound
return 1;
}
public OnPlayerText(playerid,text[]){
new chat_text[2048], p_name[MAX_PLAYER_NAME];
GetPlayerName(playerid,p_name,MAX_PLAYER_NAME);
format(chat_text,sizeof(chat_text),"%s: %s",p_name,text);
GetMentiones(playerid,chat_text,0xCC0000FF,0x00AA00FF,2048); //back_color the same as first chat color
SendClientMessageToAll(0x00AA00FF,chat_text);
return 0;
}
//Hi @Johny and @Alena how are you ?
//Two existing players got notice and nick color has been changed to 0xCC0000FF
Screenshot:
https://i.imgur.com/dhkbMWV.png
Download:
mentiones.inc
RGB.inc
DataConvert.inc
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RGB |
Posted by: AbyssMorgan - 2021-04-18, 08:01 AM - Forum: Libraries
- No Replies
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Include contain functions for color conversion
Code: RGB.inc
Copyright ? 2021 Abyss Morgan. All rights reserved.
Website: https://adm.ct8.pl
Plugins: None
Modules: None
File Version: 2.5.0
Functions:
RGB::RGBAToHex(color,&red,&green,&blue,&alpha);
RGB::RGBToHex(color,&red,&green,&blue);
RGB::HexToRGBA(red,green,blue,alpha);
RGB::HexToARGB(red,green,blue,alpha);
RGB::HexToRGB(red,green,blue);
RGB::RGBAToRGB(color);
RGB::RGBToRGBA(color,alpha);
RGB::RGBToARGB(color,alpha);
RGB::ARGBToRGB(color);
RGB::RGBAToARGB(color);
RGB::ARGBToRGBA(color);
RGB::GetRFromRGBA(color);? ? ? ? ? ? ? ? ? ? ? //RGBA:0xFAB0A0FF R:0xFA000000
RGB::GetGFromRGBA(color);? ? ? ? ? ? ? ? ? ? ? //RGBA:0xFAB0A0FF G:0x00B00000
RGB::GetBFromRGBA(color);? ? ? ? ? ? ? ? ? ? ? //RGBA:0xFAB0A0FF B:0x0000A000
RGB::GetAFromRGBA(color);? ? ? ? ? ? ? ? ? ? ? //RGBA:0xFAB0A0FF A:0x000000FF
RGB::GetRHexFromRGBA(color);? ? ? ? ? ? ? ? ? ? //RGBA:0xFAB0A0FF R:0xFA
RGB::GetGHexFromRGBA(color);? ? ? ? ? ? ? ? ? ? //RGBA:0xFAB0A0FF G:0xB0
RGB::GetBHexFromRGBA(color);? ? ? ? ? ? ? ? ? ? //RGBA:0xFAB0A0FF B:0xA0
RGB::GetAHexFromRGBA(color);? ? ? ? ? ? ? ? ? ? //RGBA:0xFAB0A0FF A:0xFF
RGB::GetColorRGBA(color);? ? ? ? ? ? ? ? ? ? ? //Return {RGB}
RGB::GetColorRGB(color);? ? ? ? ? ? ? ? ? ? ? ? //Return {RGB}
RGB::GetColorARGB(color);? ? ? ? ? ? ? ? ? ? ? //Return {RGB}
RGB::AdjustColorLuminance(color,Float:adjust);
Download:
RGB.inc
Example 1:
Code: new col = RGB::RGBAToARGB(0xFF6600FF); //return 0xFFFF6600;
Example 2:
Code: new red, green, blue, alpha;
RGB::RGBAToHex(0xFF6600AA,red,green,blue,alpha); //return red = 0xFF; green = 0x66; blue = 0x00; alpha = 0xAA;
Example 3:
Code: new r = RGB::GetRHexFromRGBA(0xFF6600AA); //return 0xFF;
Example 4:
Code: new r = RGB::GetRFromRGBA(0xFF6600AA); //return 0xFF000000;
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DataConvert |
Posted by: AbyssMorgan - 2021-04-18, 07:49 AM - Forum: Libraries
- Replies (2)
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Hello, I would like to present a simple include to convert numbers between systems, decimal, hexadecimal, binary, octal.
Code: DataConvert.inc
Copyright ? 2021 Abyss Morgan. All rights reserved.
Contributors: Crayder, Shiny
Website: https://adm.ct8.pl
Plugins: SScanf
Modules: None
File Version: 2.2.0
SScanf Version: 2.8.2
Definitions:
FIRST_FILE_ADDRESS
INVALID_FILE_ID
INVALID_FILE_HANDLE
INT_NUMBER_LEN
HEX_NUMBER_LEN
BIN_NUMBER_LEN
OCT_NUMBER_LEN
Functions:
strcopy(const input[],output[]); //string copy for warning 224: indeterminate array size
fstrcopy(const input[],output[],maxdest = sizeof(output)); //fast string copy
ABCToCBA(const input[],output[]);
AnyToInt(string[],type,&bool:flag);
IntToAny(value,output[],type);
rot13(string[]);
code128(const input[],output[]);
swap_int({Float,_}:int1,{Float,_}:int2);
swap_string(string1[], string2[], dest1 = sizeof(string1), dest2 = sizeof(string2));
ContainInSeries(value,...);
ContainInSeriesFloat(Float:value,Float:...);
StringEqual(string1[],string2[],ignorecase);
StringNotEqual(string1[],string2[],ignorecase);
base64_decode(const input[],output[]); //d:base64
base64_encode(const input[],output[]); //e:base64
StripNewLine(string[]);
strreplace(string[],const search[],const replacement[],bool:ignorecase = false,pos = 0,limit = -1,maxlength = sizeof(string));
strlower(string[]);
strupper(string[]);
DataConvert::InvertString(const input[], output[], maxdest = sizeof(output));
DataConvert::StringToHexString(const input[], output[], maxdest = sizeof(output));
DataConvert::HexStringToString(const input[], output[], maxdest = sizeof(output));
File functions:
GetFileHandleID(File:handle);
GetFileID(File:handle);
fcopy(const input[],output[]);
frename(oldname[],newname[]);
DataConvert::FileCreate(const name[]);
DataConvert::MergeFile(const first_file[],const second_file[],bool:erase_second=false);
DataConvert::MergeFileGroup(const group_name[],const output[],upperbound_index,bool:erase_input=false);
DataConvert::SplitFile(const input[],const output[],max_size,&upperbound_index=0);
Validators:
IsDecimalNumber(const string[]);
IsHexNumber(const string[]);
IsBinaryNumber(const string[]);
IsOctalNumber(const string[]);
IsFloatNumber(const string[]);
Convert to Bool:
StringToBool(const string[]);
IntToBool(value);
Convert to Int:
StringToInt(const string[]);
BoolToInt(bool:boolean);
HexToInt(const string[]);
BinToInt(const string[]);
OctToInt(const string[]);
Convert to Hex:
IntToHex(value);
IntToHexEx(value);
BinToHex(const string[]);
BinToHexEx(const string[]);
OctToHex(const string[]);
Convert to Bin:
IntToBin(value);
HexToBin(const string[]);
OctToBin(const string[]);
Convert to Oct:
IntToOct(value);
HexToOct(const string[]);
BinToOct(const string[]);
Binary Data Convert:
FloatToInt(Float:value); //Convert Float binary data to Integer binary data !
IntToFloat(value); //Convert Integer binary data to Float binary data !
Examples:
Code: new File:edi = fopen("test.txt",io_readwrite);
new id = GetFileID(edi); //returns the number of open file: 1, 2, 3, 4, ...
new a = BinToInt("1010"); //return 10
new hex[10];
hex = IntToHex(15); //return 00000F
hex = IntToHexEx(15); //return F
new g = 15, Float:h = 15.0;
if(IsIdentical(g,h)){ //This operator can only be used on variables
printf("YES");
} else {
printf("NO"); //<-- print this
}
new buf[128];
ABCToCBA("Hello",buf);
printf(buf); //print: olleH
new v1 = 15, v2 = 19;
swap_int(v1,v2); //swapvars by Crayder
//after operation: v1 = 19, v2 = 15
new test = FloatToInt(25666.000000); //return 1187546112
new Float:test2 = IntToFloat(1084227584); //return 5.0
//http://www.rot13.com
new rot[64];
rot = rot13("San Andreas Multiplayer"); //return "Fna Naqernf Zhygvcynlre"
//ContainInSeries(Float)
new myvalue = 431;
//if(myvalue == 425 || myvalue == 430 || myvalue == 432 || myvalue == 447 || myvalue == 464 || myvalue == 476 || myvalue == 520)
if(ContainInSeries(myvalue,425,430,432,447,464,476,520)){ //millitary vehicles
printf("#1 YES");
} else {
printf("#1 NO"); //<-- print this
}
//if(myvalue != 425 && myvalue != 430 && myvalue != 432 && myvalue != 447 && myvalue != 464 && myvalue != 476 && myvalue != 520)
if(!ContainInSeries(myvalue,425,430,432,447,464,476,520)){
printf("#2 YES"); //<-- print this
} else {
printf("#2 NO");
}
new Float:myfloatvalue = 15.0;
if(ContainInSeriesFloat(myfloatvalue,12.0,1.0)){
printf("#3 YES");
} else {
printf("#3 NO"); //<-- print this
}
Download:
DataConvert.inc
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EVF |
Posted by: AbyssMorgan - 2021-04-18, 07:41 AM - Forum: Libraries
- Replies (1)
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Include contains additional functions for vehicles.
New Extended Vehicle Functions (EVF V3)
Simple functions for GetVehicleDamageStatus, UpdateVehicleDamageStatus and more.
Code: EVF.inc
Copyright ? 2021 Abyss Morgan. All rights reserved.
Contributors: Emmet_, Pottus, kvann, Hanger, Freaksken, Gammix, Yashas, Admigo, RIDE2DAY, Unrea1, Katarina Calzaghe
Website: https://adm.ct8.pl
Plugins: Streamer
Modules: None
File Version: 3.3.3
Streamer Version: 2.9.4
Functions:
IsValidVehicleModelID(modelid);
GetVehiclePanels(vehicleid,&front_left,&front_right,&rear_left,&rear_right,&windshield,&front_bumper,&rear_bumper);
SetVehiclePanels(vehicleid,front_left,front_right,rear_left,rear_right,windshield,front_bumper,rear_bumper);
GetVehicleLights(vehicleid,&front_left_light,&front_right_light,&back_lights);
SetVehicleLights(vehicleid,front_left_light,front_right_light,back_lights);
GetVehicleDoors(vehicleid,&bonnet,&boot,&driver_door,&passenger_door);
SetVehicleDoors(vehicleid,bonnet,boot,driver_door,passenger_door);
GetVehicleTires(vehicleid,&front_left,&front_right,&rear_left,&rear_right);
SetVehicleTires(vehicleid,front_left,front_right,rear_left,rear_right);
GetVehicleWindowState(vehicleid,doorid);
SetVehicleWindowState(vehicleid,doorid,window_state);
GetVehicleDoorState(vehicleid,doorid);
SetVehicleDoorState(vehicleid,doorid,door_state);
IsValidVehicleDoor(vehicleid,doorid);
GetVehicleModelDoorAmount(modelid);
GetVehicleDoorAmount(vehicleid);
SwitchVehicleEngine(vehicleid,bool:engine_status);
SwitchVehicleLight(vehicleid,bool:light_status);
SwitchVehicleAlarm(vehicleid,bool:alarm_status);
SwitchVehicleDoors(vehicleid,bool:doors_status);
SwitchVehicleBonnet(vehicleid,bool:bonnet_status);
SwitchVehicleBoot(vehicleid,bool:boot_status);
SwitchVehicleObjective(vehicleid,bool:objective_status);
GetVehicleParams(vehicleid,type);
SetVehicleParams(vehicleid,type,status,delay = 0);
GetVehicleRandomColors(modelid,&color1,&color2);
GetNearestVehicleToPos(Float:x,Float:y,Float:z,worldid=-1,interiorid=-1,Float:maxdist=0.0,bool:fast=true,except_vid=0);
GetNearestVehicleToPlayer(playerid,Float:maxdist=0.0,bool:fast=false);
GetVehicleDriver(vehicleid);
Float:GetVehicleModelTopSpeed(modelid);
Float:GetVehicleTopSpeed(vehicleid);
SetVehicleInterior(vehicleid,interiorid);
GetVehicleSeats(vehicleid);
GetVehicleModelSeats(modelid);
IsVehicleSeatOccupied(vehicleid,seatid);
IsValidVehicle(vehicleid);
RemoveVehiclePaintjob(vehicleid);
SetVehicleHorn(vehicleid,soundid);
GetVehicleHorn(vehicleid);
RestoreVehicleHorn(vehicleid);
GetVehicleBomb(vehicleid);
IsVehicleBombed(vehicleid);
RemoveVehicleBomb(vehicleid);
SetVehicleBomb(vehicleid,time = 1000);
IsVehicleBombActivated(vehicleid);
Float:EVF::GetVehicleSpeed(vehicleid);
SetVehicleSpeedCap(vehicleid,Float:maxspeed);
Float:GetVehicleSpeedCap(vehicleid);
DisableVehicleSpeedCap(vehicleid);
SetVehicleFuel(vehicleid,fuel);
GetVehicleFuel(vehicleid);
ToggleVehicleFuel(vehicleid,bool:toggle);
IsVehicleFuelToggled(vehicleid);
ToggleVehicleSticky(vehicleid,bool:toggle);
IsVehicleSticky(vehicleid);
ToggleUnoccupiedVehicleDamage(vehicleid,bool:toggle);
IsUnoccupiedDamageToggled(vehicleid);
IsVehicleDamageToggled(vehicleid,type);
ToggleVehicleDamageUpdate(vehicleid,type,toggle);
GetVehicleNextSeat(vehicleid,passenger = 1);
TeleportVehicle(vehicleid,Float:x,Float:y,Float:z,Float:angle,worldid = -1,interiorid = -1);
GetVehicleSlotAttachedObject(vehicleid,slot);
IsObjectAttachedToVehicle(objectid,vehicleid);
EVF::UpdateVehicleDamage(vehicleid,type);
EVF::UpdateVehicleDamageStatus(vehicleid,type,update);
EVF::GetVehicleDamageStatus(vehicleid,type);
SetVehicleNeonLights(vehicleid,bool:enable = true,color = RED_NEON,slotid = 0);
VehicleSupportsNeonLights(modelid);
GetVehicleNeonLightsState(vehicleid,slotid = 0);
IsToggledVehicleBulletproof(vehicleid);
ToggleVehicleBulletproof(vehicleid,bool:toggle);
GetComponentName(componentid,name[],len = sizeof(name));
GetComponentTypeName(component);
EVF::IsPlayerInModShop(playerid);
IsValidComponentForVehicle(vehicleid,componentid);
GetVehicleComponentPrice(componentid);
GetVehicleName(vehicleid);
GetVehicleModelName(modelid);
EVF::IsTrailer(vehicleid);
EVF::IsCarBlinking(vehicleid);
EVF::DisableCarBlinking(vehicleid);
EVF::SetCarBlinking(vehicleid,side,bool:skip=false);
EVF::ToggleVehicleBlinking(bool:toggle);
EVF::IsToggledVehicleBlinking();
Remote functions:
EVF_ImportVehicle(vehicleid,modelid,Float:x,Float:y,Float:z,Float:angle,color1,color2,worldid,interiorid,unoccupied_damage);
EVF_RemoveVehicle(vehicleid);
Compatible with YSF Functions:
GetVehicleColor(vehicleid,&color1,&color2);
GetVehiclePaintjob(vehicleid);
GetVehicleInterior(vehicleid);
EVF::GetVehicleSpawnInfo(vehicleid,&Float:x,&Float:y,&Float:z,&Float:rotation,&worldid,&interiorid);
EVF::SetVehicleSpawnInfo(vehicleid,Float:x,Float:y,Float:z,Float:rotation,worldid,interiorid);
IsVehicleOccupied(vehicleid);
Callbacks:
OnVehicleCreated(vehicleid);? ? ? ? ? ? ? ? ? ? ? //Called when a vehicle is created.
OnVehicleDestroyed(vehicleid);? ? ? ? ? ? ? ? ? ? //Called when a vehicle is deleted.
OnTrailerHooked(playerid,vehicleid,trailerid);? ? //Called when a trailer is hooked.
OnTrailerUnhooked(playerid,vehicleid,trailerid);? //Called when a trailer is unhooked.
OnPlayerShotVehicle(playerid,vehicleid,weaponid,Float:amount,EVF::VehicleBodyPart:bodypart);
OnVehiclePosChange(vehicleid,Float:newx,Float:newy,Float:newz,Float:newangle,Float:oldx,Float:oldy,Float:oldz,Float:oldangle);
OnVehicleVelocityChange(vehicleid,Float:newx,Float:newy,Float:newz,Float:oldx,Float:oldy,Float:oldz);
OnVehicleHealthChange(vehicleid,Float:newhealth,Float:oldhealth);
OnVehicleFuelChange(vehicleid,newfuel,oldfuel);
OnVehicleBombDeactivate(vehicleid);
OnVehicleBombExplode(vehicleid);
OnPlayerEditVehicle(playerid,vehicleid,response,Float:fX,Float:fY,Float:fZ,Float:fRotZ);
OnPlayerEditVehicleObject(playerid,vehicleid,response,Float:x,Float:y,Float:z,Float:rx,Float:ry,Float:rz);
OnPlayerReachSpeedCapLimit(playerid,vehicleid,Float:speed);
OnVehicleBombActivate(vehicleid);
OnVehicleModEx(playerid,vehicleid,componentid,price,illegal);
Definitions:
INVALID_SEAT_ID
INVALID_PAINTJOB_ID
VEHICLE_UPDATE_INTERVAL
MAX_VEHICLE_ATTACHED_OBJECTS
RESET_PAINTJOB_ID
MAX_VEHICLE_PARAMS
MAX_VEHICLE_MODELS
DEFAULT_VEHICLE_FUEL
VEHICLE_SPEED_MULTIPLIER
MULTIPLIER_FUEL_SYSTEM
BONNET_HEALTHY_CLOSED
BONNET_HEALTHY_OPENED
BONNET_DAMAGED_CLOSED
BONNET_DAMAGED_OPENED
BONNET_MISSING
BOOT_HEALTHY_CLOSED
BOOT_HEALTHY_OPENED
BOOT_DAMAGED_CLOSED
BOOT_DAMAGED_OPENED
BOOT_MISSING
DOOR_HEALTHY_CLOSED
DOOR_HEALTHY_OPENED
DOOR_DAMAGED_CLOSED
DOOR_DAMAGED_OPENED
DOOR_MISSING
BUMPER_HEALTHY
BUMPER_CRUSHED
BUMPER_HANGING
BUMPER_MISSING
WINDSHIELD_HEALTHY
WINDSHIELD_DAMAGED
WINDSHIELD_MISSING
LIGHT_ENABLE
LIGHT_DISABLE
TIRE_HEALTHY
TIRE_DAMAGED
DOOR_DRIVER
DOOR_PASSENGER
DOOR_BACKLEFF
DOOR_BACKRIGHT
VEHICLE_DAMAGE_PANELS
VEHICLE_DAMAGE_DOORS
VEHICLE_DAMAGE_LIGHTS
VEHICLE_DAMAGE_TIRES
RED_NEON
BLUE_NEON
GREEN_NEON
YELLOW_NEON
PINK_NEON
WHITE_NEON
EVF_CAR_BLINK_NONE
EVF_CAR_BLINK_LEFT
EVF_CAR_BLINK_RIGHT
EVF_CAR_BLINK_EMERGENCY
MIN_VEHICLE_COMPONENT_ID
MAX_VEHICLE_COMPONENT_ID
Enums:
enum 'EVF::VehicleProperties'
# e_VEHICLE_PAINTJOB
# e_VEHICLE_INTERIOR
# e_VEHICLE_COLOR_1
# e_VEHICLE_COLOR_2
# e_VEHICLE_HORN
# e_VEHICLE_SPAWN_X
# e_VEHICLE_SPAWN_Y
# e_VEHICLE_SPAWN_Z
# e_VEHICLE_SPAWN_A
# e_VEHICLE_SPAWN_VW
# e_VEHICLE_SPAWN_INT
# e_VEHICLE_SPEED_CAP
# e_VEHICLE_FUEL_USE
# e_VEHICLE_FUEL
# e_VEHICLE_STICKY
# e_VEHICLE_UNO_DAMAGE
# e_VEHICLE_EDITOR
# e_VEHICLE_DAMAGE_PANELS
# e_VEHICLE_DAMAGE_DOORS
# e_VEHICLE_DAMAGE_LIGHTS
# e_VEHICLE_DAMAGE_TIRES
# e_VEHICLE_BOMB
# e_VEHICLE_BOMB_TIMER
# e_VEHICLE_BULLETPROOF
# e_VEHICLE_STORED
enum 'EVF::VehicleBodyPart'
# VEHICLE_BODYPART_UNKNOWN
# VEHICLE_BODYPART_FL_WHEEL? ? - Front Left
# VEHICLE_BODYPART_FR_WHEEL? ? - Front Right
# VEHICLE_BODYPART_BL_WHEEL? ? - Back Left
# VEHICLE_BODYPART_BR_WHEEL? ? - Back Right
# VEHICLE_BODYPART_PETROLCAP
enum 'EVF::ParamTypes'
# VEHICLE_TYPE_ENGINE
# VEHICLE_TYPE_LIGHTS
# VEHICLE_TYPE_ALARM
# VEHICLE_TYPE_DOORS
# VEHICLE_TYPE_BONNET
# VEHICLE_TYPE_BOOT
# VEHICLE_TYPE_OBJECTIVE
Some options will only work if the player is in a vehicle.
Download:
EVF.inc
Available for:
Code: SA:MP 0.3.7
SA:MP 0.3 DL
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StreamerFunction |
Posted by: AbyssMorgan - 2021-04-18, 07:34 AM - Forum: Libraries
- Replies (2)
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Include contain additional functions for Incognito Streamer Plugin
Code: StreamerFunction.inc
Copyright ? 2021 Abyss Morgan. All rights reserved.
Contributors: Katarina Calzaghe
Website: https://adm.ct8.pl
Plugins: Streamer
Modules: None
File Version: 3.0.0
Streamer Version: 2.9.4
Compiler Options:
DISABLE_STREAMER_SPEC_CHECK? //Turn off check streamer version
ENABLE_BULLET_DYNAMIC_OBJECT //Turn on call OnPlayerWeaponShot when we shoot in a dynamic object
DISABLE_STREAMER_SPEC_FIXES? //Turn off fixes (not recommended)
Objects Functions:
GetDynamicObjectModel(objectid);
SetDynamicObjectModel(objectid,modelid);
GetDynamicObjectVW(objectid);
SetDynamicObjectVW(objectid,worldid);
GetDynamicObjectINT(objectid);
SetDynamicObjectINT(objectid,interiorid);
GetDynamicObjectSD(objectid,&Float:streamdistance);
SetDynamicObjectSD(objectid,Float:streamdistance);
GetDynamicObjectDD(objectid,&Float:drawdistance);
SetDynamicObjectDD(objectid,Float:drawdistance);
GetDynamicObjectPosAndRot(objectid,&Float:x,&Float:y,&Float:z,&Float:rx,&Float:ry,&Float:rz);
SetDynamicObjectPosAndRot(objectid,Float:x,Float:y,Float:z,Float:rx,Float:ry,Float:rz);
GetDynamicObjectMoveSpeed(objectid,&Float:speed);
SetDynamicObjectMoveSpeed(objectid,Float:speed);
GetDynamicObjectMovePos(objectid,&Float:x,&Float:y,&Float:z);
GetDynamicObjectMoveRot(objectid,&Float:rx,&Float:ry,&Float:rz);
GetDynamicObjectMoveTime(objectid,&objstate,&rtime=0);
SetDynamicObjectAttachSync(objectid,syncrotation);
RemoveDynamicObjectMaterial(objectid,materialindex);
RemoveDynamicObjectMaterialAll(objectid);
DeattachObjectDynamicObject(objectid);
DeattachDynamicObjectComponent(objectid,type);
DestroyDynamicObjectComponent(objectid,type);
GetDynamicObjectArea(objectid);
SetDynamicObjectArea(objectid,areaid);
GetDynamicObjectPriority(objectid);
SetDynamicObjectPriority(objectid,priority);
GetDynamicObjectDatagram(objectid,data[]);
SetDynamicObjectDatagram(objectid,data[]);
RemoveDynamicObjectDatagram(objectid);
bool:IsSetDynamicObjectDatagram(objectid);
GetDynamicObjectInvertArea(objectid);
SetDynamicObjectInvertArea(objectid,toggle);
SAMP Functions:
GetObjectPosAndRot(objectid,&Float:x,&Float:y,&Float:z,&Float:rx,&Float:ry,&Float:rz);
SetObjectPosAndRot(objectid,Float:x,Float:y,Float:z,Float:rx,Float:ry,Float:rz);
CountObjects();
CountPlayerObjects(playerid,bool:streamer = false);
DestroyObjects();
DestroyPlayerObjects(playerid,bool:streamer = false);
GangZoneDestroyAll();
Vehicle Functions:
CountVehicles();
DestroyVehicles();
DestroyVehicleDynamicObject(vehicleid);
DeattachVehicleDynamicObject(vehicleid);
GetVehicleDatagram(vehicleid,data[]);
SetVehicleDatagram(vehicleid,data[]);
RemoveVehicleDatagram(vehicleid);
IsSetVehicleDatagram(vehicleid);
Check Point Functions:
GetDynamicCPPos(checkpointid,&Float:x,&Float:y,&Float:z);
SetDynamicCPPos(checkpointid,Float:x,Float:y,Float:z);
GetDynamicCPSize(checkpointid,&Float:size);
SetDynamicCPSize(checkpointid,Float:size);
GetDynamicCPVW(checkpointid);
SetDynamicCPVW(checkpointid,worldid);
GetDynamicCPINT(checkpointid);
SetDynamicCPINT(checkpointid,interiorid);
GetDynamicCPSD(checkpointid,&Float:streamdistance);
SetDynamicCPSD(checkpointid,Float:streamdistance);
GetDynamicCPArea(checkpointid);
SetDynamicCPArea(checkpointid,areaid);
GetDynamicCPPriority(checkpointid);
SetDynamicCPPriority(checkpointid,priority);
GetDynamicCPDatagram(checkpointid,data[]);
SetDynamicCPDatagram(checkpointid,data[]);
RemoveDynamicCPDatagram(checkpointid);
bool:IsSetDynamicCPDatagram(checkpointid);
GetDynamicCPInvertArea(checkpointid);
SetDynamicCPInvertArea(checkpointid,toggle);
Race Check Point Functions:
GetDynamicRaceCPPos(checkpointid,&Float:x,&Float:y,&Float:z);
SetDynamicRaceCPPos(checkpointid,Float:x,Float:y,Float:z);
GetDynamicRaceCPNext(checkpointid,&Float:nextx,&Float:nexty,&Float:nextz);
SetDynamicRaceCPNext(checkpointid,Float:nextx,Float:nexty,Float:nextz);
GetDynamicRaceCPType(checkpointid);
SetDynamicRaceCPType(checkpointid,type);
GetDynamicRaceCPSize(checkpointid,&Float:size);
SetDynamicRaceCPSize(checkpointid,Float:size);
GetDynamicRaceCPVW(checkpointid);
SetDynamicRaceCPVW(checkpointid,worldid);
GetDynamicRaceCPINT(checkpointid);
SetDynamicRaceCPINT(checkpointid,interiorid);
GetDynamicRaceCPSD(checkpointid,&Float:streamdistance);
SetDynamicRaceCPSD(checkpointid,Float:streamdistance);
GetDynamicRaceCPArea(checkpointid);
SetDynamicRaceCPArea(checkpointid,areaid);
GetDynamicRaceCPPriority(checkpointid);
SetDynamicRaceCPPriority(checkpointid,priority);
GetDynamicRaceCPDatagram(checkpointid,data[]);
SetDynamicRaceCPDatagram(checkpointid,data[]);
RemoveDynamicRaceCPDatagram(checkpointid);
bool:IsSetDynamicRaceCPDatagram(checkpointid);
GetDynamicRaceCPInvertArea(checkpointid);
SetDynamicRaceCPInvertArea(checkpointid,toggle);
Player Functions:
DestroyPlayerDynamicObject(playerid);
DeattachPlayerDynamicObject(playerid);
MapIcon Functions:
GetDynamicMapIconPos(iconid,&Float:x,&Float:y,&Float:z);
SetDynamicMapIconPos(iconid,Float:x,Float:y,Float:z);
GetDynamicMapIconType(iconid);
SetDynamicMapIconType(iconid,type);
GetDynamicMapIconStyle(iconid);
SetDynamicMapIconStyle(iconid,style);
GetDynamicMapIconVW(iconid);
SetDynamicMapIconVW(iconid,worldid);
GetDynamicMapIconINT(iconid);
SetDynamicMapIconINT(iconid,interiorid);
GetDynamicMapIconSD(iconid,&Float:streamdistance);
SetDynamicMapIconSD(iconid,Float:streamdistance);
SetDynamicMapIconColor(iconid,color);
GetDynamicMapIconColor(iconid);
GetDynamicMapIconArea(iconid);
SetDynamicMapIconArea(iconid,areaid);
GetDynamicMapIconPriority(iconid);
SetDynamicMapIconPriority(iconid,priority);
GetDynamicMapIconDatagram(iconid,data[]);
SetDynamicMapIconDatagram(iconid,data[]);
RemoveDynamicMapIconDatagram(iconid);
bool:IsSetDynamicMapIconDatagram(iconid);
GetDynamicMapIconInvertArea(iconid);
SetDynamicMapIconInvertArea(iconid,toggle);
Pickup Functions:
GetDynamicPickupPos(pickupid,&Float:x,&Float:y,&Float:z);
SetDynamicPickupPos(pickupid,Float:x,Float:y,Float:z);
GetDynamicPickupModel(pickupid);
SetDynamicPickupModel(pickupid,modelid);
GetDynamicPickupVW(pickupid);
SetDynamicPickupVW(pickupid,worldid);
GetDynamicPickupINT(pickupid);
SetDynamicPickupINT(pickupid,interiorid);
GetDynamicPickupSD(pickupid,&Float:streamdistance);
SetDynamicPickupSD(pickupid,Float:streamdistance);
GetDynamicPickupType(pickupid);
SetDynamicPickupType(pickupid,type);
GetDynamicPickupArea(pickupid);
SetDynamicPickupArea(pickupid,areaid);
GetDynamicPickupPriority(pickupid);
SetDynamicPickupPriority(pickupid,priority);
GetDynamicPickupDatagram(pickupid,data[]);
SetDynamicPickupDatagram(pickupid,data[]);
RemoveDynamicPickupDatagram(pickupid);
bool:IsSetDynamicPickupDatagram(pickupid);
GetDynamicPickupInvertArea(pickupid);
SetDynamicPickupInvertArea(pickupid,toggle);
3DText Functions:
GetDynamic3DTextPos(id,&Float:x,&Float:y,&Float:z);
SetDynamic3DTextPos(id,Float:x,Float:y,Float:z);
GetDynamic3DTextDD(id,Float:drawdistance);
SetDynamic3DTextDD(id,Float:drawdistance);
GetDynamic3DTextSD(id,&Float:streamdistance);
SetDynamic3DTextSD(id,Float:streamdistance);
GetDynamic3DTextVW(id);
SetDynamic3DTextVW(id,worldid);
GetDynamic3DTextINT(id);
SetDynamic3DTextINT(id,interiorid);
GetDynamic3DTextColor(id);
SetDynamic3DTextColor(id,color);
GetDynamic3DTextArea(id);
SetDynamic3DTextArea(id,areaid);
GetDynamic3DTextPriority(id);
SetDynamic3DTextPriority(id,priority);
SetDynamic3DTextTestLos(id,testlos);
AttachDynamic3DTextToPlayer(id,attachedplayer);
AttachDynamic3DTextToVehicle(id,attachedvehicle);
GetDynamic3DTextDatagram(id,data[]);
SetDynamic3DTextDatagram(id,data[]);
RemoveDynamic3DTextDatagram(id);
bool:IsSetDynamic3DTextDatagram(id);
GetDynamic3DTextInvertArea(id);
SetDynamic3DTextInvertArea(id,toggle);
Area Functions:
GetDynamicCirclePos(areaid,&Float:x,&Float:y);
SetDynamicCirclePos(areaid,Float:x,Float:y);
GetDynamicCylinderPos(areaid,&Float:x,&Float:y,&Float:minz,&Float:maxz);
SetDynamicCylinderPos(areaid,Float:x,Float:y,Float:minz,Float:maxz);
GetDynamicSpherePos(areaid,&Float:x,&Float:y,&Float:z);
SetDynamicSpherePos(areaid,Float:x,Float:y,Float:z);
GetDynamicRectanglePos(areaid,&Float:minx,&Float:miny,&Float:maxx,&Float:maxy);
SetDynamicRectanglePos(areaid,Float:minx,Float:miny,Float:maxx,Float:maxy);
GetDynamicCubePos(areaid,&Float:minx,&Float:miny,&Float:minz,&Float:maxx,&Float:maxy,&Float:maxz);
SetDynamicCubePos(areaid,Float:minx,Float:miny,Float:minz,Float:maxx,Float:maxy,Float:maxz);
GetDynamicCuboidPos(areaid,&Float:minx,&Float:miny,&Float:minz,&Float:maxx,&Float:maxy,&Float:maxz);
SetDynamicCuboidPos(areaid,Float:minx,Float:miny,Float:minz,Float:maxx,Float:maxy,Float:maxz);
GetDynamicAreaVW(areaid);
SetDynamicAreaVW(areaid,worldid);
GetDynamicAreaINT(areaid);
SetDynamicAreaINT(areaid,interiorid);
GetDynamicAreaSize(areaid,Float:size);
SetDynamicAreaSize(areaid,Float:size);
GetDynamicAreaDatagram(areaid,data[]);
SetDynamicAreaDatagram(areaid,data[]);
RemoveDynamicAreaDatagram(areaid);
bool:IsSetDynamicAreaDatagram(areaid);
Actor Functions:
GetDynamicActorModel(actorid);
SetDynamicActorModel(actorid,modelid);
GetDynamicActorArea(actorid);
SetDynamicActorArea(actorid,areaid);
GetDynamicActorPriority(actorid);
SetDynamicActorPriority(actorid,priority);
GetDynamicActorSD(actorid,&Float:streamdistance);
SetDynamicActorSD(actorid,Float:streamdistance);
GetDynamicActorDatagram(actorid,data[]);
SetDynamicActorDatagram(actorid,data[]);
RemoveDynamicActorDatagram(actorid);
IsSetDynamicActorDatagram(actorid);
GetDynamicActorInterior(actorid);
SetDynamicActorInterior(actorid,interiorid);
DestroyAllDynamicActors();
CountDynamicActors();
GetDynamicActorInvertArea(actorid);
SetDynamicActorInvertArea(actorid,toggle);
Dynamic Vehicle Functions:
SetDynamicVehicleModel(vehicleid,modelid);
GetDynamicVehicleSiren(vehicleid);
SetDynamicVehicleSiren(vehicleid,siren);
GetDynamicVehicleRespawnTime(vehicleid);
SetDynamicVehicleRespawnTime(vehicleid,respawndelay);
GetDynamicVehicleArea(vehicleid);
SetDynamicVehicleArea(vehicleid,areaid);
GetDynamicVehiclePriority(vehicleid);
SetDynamicVehiclePriority(vehicleid,priority);
GetDynamicVehicleSD(vehicleid,&Float:streamdistance);
SetDynamicVehicleSD(vehicleid,Float:streamdistance);
GetDynamicVehicleInvertArea(vehicleid);
SetDynamicVehicleInvertArea(vehicleid,toggle);
GetDynamicVehicleDatagram(vehicleid,data[]);
SetDynamicVehicleDatagram(vehicleid,data[]);
RemoveDynamicVehicleDatagram(vehicleid);
IsSetDynamicVehicleDatagram(vehicleid);
DestroyAllDynamicVehicles();
CountDynamicVehicles();
Anti Area Functions:
IsPointInAntiArea(areaid,Float:x,Float:y,Float:z);
IsPlayerInAntiArea(playerid,areaid,recheck = 0);
IsPlayerInAnyAntiArea(playerid,recheck = 0);
IsAnyPlayerInAntiArea(areaid,recheck = 0);
IsAnyPlayerInAnyAntiArea(recheck = 0);
Anti Area Callbacks:
OnPlayerEnterAntiArea(playerid,areaid);
OnPlayerLeaveAntiArea(playerid,areaid);
Pool Size Functions:
GetDynamicObjectPoolSize();
GetDynamicPickupPoolSize();
GetDynamicCPPoolSize();
GetDynamicRaceCPPoolSize();
GetDynamicMapIconPoolSize();
GetDynamic3DTextPoolSize();
GetDynamicAreaPoolSize();
GetDynamicActorPoolSize();
GetDynamicVehiclePoolSize();
Update Functions:
UpdateAllDynamicItem(type);
UpdateAllDynamicElements();
UpdateAllDynamicObjects();
UpdateAllDynamicPickups();
UpdateAllDynamicCPs();
UpdateAllDynamicRaceCPs();
UpdateAllDynamicMapIcons();
UpdateAllDynamic3DTextLabels();
UpdateAllDynamicAreas();
UpdateAllDynamicActors();
UpdateAllDynamicVehicles();
Foreach Functions:
ForDynamicObjects(variable);
ForDynamicPickups(variable);
ForDynamicCPs(variable);
ForDynamicRaceCPs(variable);
ForDynamicMapIcons(variable);
ForDynamic3DTextLabels(variable);
ForDynamicAreas(variable);
ForDynamicActors(variable);
ForDynamicVehicles(variable);
Nearest Item Functions:
GetNearestVisibleItem(playerid,type);
GetNearestVisibleObject(playerid);
GetNearestVisiblePickup(playerid);
GetNearestVisibleCP(playerid);
GetNearestVisibleRaceCP(playerid);
GetNearestVisibleMapIcon(playerid);
GetNearestVisible3DText(playerid);
GetNearestVisibleArea(playerid);
GetNearestVisibleActor(playerid);
GetNearestVisibleVehicle(playerid);
Extended Functions:
bool:IsValidStreamer(version);
GetStreamerVersion();
GetValidStreamerVersion();
GetStreamerVersionName(name[], value = GET_STREAMER_VERSION, maxdest = sizeof name);
CheckStreamerVersion();
GetStreamerDatagram(type,itemid,data[]);
SetStreamerDatagram(type,itemid,data[]);
RemoveStreamDatagram(type,itemid);
bool:IsSetStreamerDatagram(type,itemid);
GetStreamerSpecActiveCount();
Definitions:
DEFAULT_VISIBLE_OBJECT
DEFAULT_VISIBLE_PICKUP
DEFAULT_VISIBLE_MAP_ICON
DEFAULT_VISIBLE_3D_TEXT
DEFAULT_VISIBLE_ACTOR
INVALID_DYNAMIC_OBJECT_ID
INVALID_DYNAMIC_PICKUP_ID
INVALID_DYNAMIC_CP_ID
INVALID_DYNAMIC_RACE_CP_ID
INVALID_DYNAMIC_MAP_ICON_ID
INVALID_DYNAMIC_3D_TEXT_ID
INVALID_DYNAMIC_AREA_ID
INVALID_DYNAMIC_ACTOR_ID
INVALID_DYNAMIC_VEHICLE_ID
INVALID_PICKUP_ID
INVALID_STREAMER_COMPONENT
MAX_STREAM_SIZE
Fixes:
DestroyDynamicObject? ? ? ? -> Resets the variable after the destruction of the DynamicObject.
DestroyDynamicPickup? ? ? ? -> Resets the variable after the destruction of the DynamicPickup.
DestroyDynamicCP? ? ? ? ? ? -> Resets the variable after the destruction of the DynamicCP.
DestroyDynamicRaceCP? ? ? ? -> Resets the variable after the destruction of the DynamicRaceCP.
DestroyDynamicMapIcon? ? ? ? -> Resets the variable after the destruction of the DynamicMapIcon.
DestroyDynamic3DTextLabel? ? -> Resets the variable after the destruction of the Dynamic3DTextLabel.
DestroyDynamicArea? ? ? ? ? -> Resets the variable after the destruction of the DynamicArea.
DestroyDynamicActor? ? ? ? ? -> Resets the variable after the destruction of the DynamicActor.
DestroyDynamicVehicle? ? ? ? -> Resets the variable after the destruction of the DynamicVehicle.
DestroyObject? ? ? ? ? ? ? ? -> Resets the variable after the destruction of the Object.
DestroyPlayerObject? ? ? ? ? -> Resets the variable after the destruction of the PlayerObject.
DestroyPickup? ? ? ? ? ? ? ? -> Resets the variable after the destruction of the Pickup.
Delete3DTextLabel? ? ? ? ? ? -> Resets the variable after the destruction of the 3DTextLabel.
DeletePlayer3DTextLabel? ? ? -> Resets the variable after the destruction of the Player3DTextLabel.
AttachDynamicObjectToObject? -> Changes the priority of the parent to be greater than the priority of sub-objects.
Download:
StreamerFunction.inc
Available for:
Code: SA:MP 0.3.7
SA:MP 0.3 DL
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3DTryg |
Posted by: AbyssMorgan - 2021-04-18, 07:24 AM - Forum: Libraries
- Replies (11)
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Include contain professional functions for manipulating (coordinates / rotations / vectors / arc / areas / offset) supported (2D / 3D)
Videos:
- Knife Shoot
- EngineV6
- EngineX
- Missile Launch
- Vehicle Missile Launch (ColAndreas Version)
- GetGroundRotation
- GetPlayerCollisionFlags (ColAndreas)
- Marica Mortar V1
- Heavy Marica Mortar
- Acid Renia (FCNPC)
- Beta Interceptor (FCNPC)
- GoToPlayerOnGroundCol (FCNPC)
- IsElementOnPlayerScreen (ColAndreas)
- Arc Points
- Missile Launcher Aim Player
- GetRandomPointOnSphericalSector
- Vehicle Missile Congreve Rocket
- Magic Wand
- Vehicle Parachute
- Portal Gun #1
- Portal Gun #2
- Marica Mortar V2
- Stingers (Cops and Robbers)
- NPC Driver Eye
- PET SAR v1.0
- Vehicle Speed Control
- Prototype Grenade Detection
Code: 3DTryg.inc
Copyright ? 2021 Abyss Morgan. All rights reserved.
Contributors: Crayder, IllidanS4, Nero_3D, RyDeR, Zoutdaxv, hesambia, Neil Lamoureux, Ivan_Ino, Ralfie, Unrea1, Katarina Calzaghe, $continue$
Mr.Reus
Website: https://adm.ct8.pl
Plugins: ColAndreas, YSF, Streamer, FCNPC, VehicleStreamer
Internal Modules: Actor, VehicleCollision, PlayerCollision, ActorCollision, Draw3D, CatchItems, GrenadeDetection
File Version: 5.3.0
ColAndreas Version: 1.5.0
YSF Version: R19 (kurta999)
Streamer Version: 2.9.5
VehicleStreamer Version: 2.9.4
FCNPC Version: 2.0.0
Foreach Types:
1. FoxForeach
2. StandaloneForeach
3. YSI Foreach
4. GetPlayerPoolSize
Compiler Options:
DISABLE_3D_TRYG_INIT //Use before 3DTryg.inc for disable ColAndreas Auto Init
DISABLE_3D_TRYG_ACTOR //Use before 3DTryg.inc for disable Actors Module
DISABLE_3D_TRYG_FOREACH_FOX //Use before 3DTryg.inc for disable FoxForeach Module
DISABLE_3D_TRYG_FOREACH_STAND //Use before 3DTryg.inc for disable StandaloneForeach Module
DISABLE_3D_TRYG_FOREACH_YSI //Use before 3DTryg.inc for disable YSI Foreach Module
DISABLE_3D_TRYG_COLANDREAS //Use before 3DTryg.inc for disable ColAndreas Module
DISABLE_3D_TRYG_YSF //Use before 3DTryg.inc for disable YSF Module
DISABLE_3D_TRYG_STREAMER //Use before 3DTryg.inc for disable Streamer Module
DISABLE_3D_TRYG_FCNPC //Use before 3DTryg.inc for disable FCNPC Module
DISABLE_3D_TRYG_VEHSTREAMER //Use before 3DTryg.inc for disable VehicleStreamer Module
ENABLE_3D_TRYG_YSI_SUPPORT //Use before 3DTryg.inc for enable YSI Support (use only when 3DTryg say error for this)
ENABLE_3D_TRYG_DRAW3D //Use before 3DTryg.inc for enable Draw3D Module
ENABLE_3D_TRYG_CATCH_ITEMS //Use before 3DTryg.inc for enable CatchItems Module
ENABLE_3D_TRYG_GRENADEDETECTION //Use before 3DTryg.inc for enable GrenadeDetection Module
ENABLE_3D_TRYG_VEHICLECOL //Use before 3DTryg.inc for enable VehicleCollision Module
ENABLE_3D_TRYG_PLAYERCOL //Use before 3DTryg.inc for enable PlayerCollision Module
ENABLE_3D_TRYG_ACTORCOL //Use before 3DTryg.inc for enable ActorCollision Module
Complementary Functions:
Float:sqrtN(Float:value,Float:exponent);
abs(value);
Float:fabs(Float:value);
power(value,Float:exponent);
IsEven(value);
Float:Tryg3D::RandomFloat(Float:min,Float:max,accuracy=4);
Internal Functions:
single_clock(max,id); //For Random::PointOnClock parameter rz
even_clock(max,id); //For Random::PointOnClock parameter rz
uneven_clock(max,id); //For Random::PointOnClock parameter rz
NLTZ(value); //NotLessThanZero
NMTZ(value); //NotMoreThanZero
NLTZF(Float:value); //NotLessThanZeroFloat
NMTZF(Float:value); //NotMoreThanZeroFloat
NLTV(value,min); //NotLessThanValue
NMTV(value,max); //NotMoreThanValue
NLTVF(Float:value,Float:min); //NotLessThanValueFloat
NMTVF(Float:value,Float:max); //NotMoreThanValueFloat
Tryg3D::CompressRotation(Float:rotation);
Tryg3D::DeCompressRotation(Float:rotation);
Tryg3D::IsRotationTest(Float:rotation,Float:r_min,Float:r_max);
Tryg3D::GivePlayerDamage(targetid,Float:amount,playerid,weaponid,bodypart);
Tryg3D::GetWeaponDamage(weaponid);
Tryg3D::SwapInt(variable1,variable2);
Tryg3D::IsPlayerSpawned(playerid);
Tryg3D::GetActiveTime();
General Functions:
CountPlayers(bool:isplayer=true,bool:isnpc=true);
CountActors();
CountVisibleActors(playerid);
CountVisibleVehicles(playerid);
CountVisiblePlayers(playerid,bool:isplayer=true,bool:isnpc=true);
RecoilFloat(Float:value,Float:recoil);
RecoilVector(&Float:vx,&Float:vy,&Float:vz,Float:sx,Float:sy,Float:sz);
Float:ShiftDegreeToRadian(Float:deg);
Float:ShiftDegreeToRadianEx(Float:deg);
Float:ShiftDegreeToGrades(Float:deg);
Float:ShiftRadianToDegree(Float:rad);
Float:ShiftRadianToDegreeEx(Float:rad);
Float:ShiftRadianToGrades(Float:rad);
Float:ShiftGradesToDegree(Float:grad);
Float:ShiftGradesToRadian(Float:grad);
GetRandomHit(Float:x,Float:y,Float:z,range,&Float:tx,&Float:ty,&Float:tz);
Float:GetDistanceBetweenPoints1D(Float:x1,Float:x2);
Float:GetDistanceBetweenPoints2D(Float:x1,Float:y1,Float:x2,Float:y2);
Float:GetDistanceBetweenPoints3D(Float:x1,Float:y1,Float:z1,Float:x2,Float:y2,Float:z2);
GetPointInFront2D(Float:x,Float:y,Float:rz,Float:radius,&Float:tx,&Float:ty);
GetPointInFront3D(Float:x,Float:y,Float:z,Float:rx,Float:rz,Float:radius,&Float:tx,&Float:ty,&Float:tz);
GetPointInFront3DEx(Float:x,Float:y,Float:z,Float:rx,Float:ry,Float:rz,Float:radius,&Float:tx,&Float:ty,&Float:tz);
Float:GetPointInFrontOfPlayer(playerid,&Float:tx,&Float:ty,Float:radius);
Float:GetPointInFrontOfCamera2D(playerid,&Float:tx,&Float:ty,Float:radius);
GetPointInFrontOfCamera3D(playerid,&Float:tx,&Float:ty,&Float:tz,Float:radius,&Float:rx=0.0,&Float:rz=0.0);
GetRotationFor2Point2D(Float:x,Float:y,Float:tx,Float:ty,&Float:rz);
GetRotationFor2Point3D(Float:x,Float:y,Float:z,Float:tx,Float:ty,Float:tz,&Float:rx,&Float:rz);
GetMoveTime(Float:x,Float:y,Float:z,Float:tx,Float:ty,Float:tz,Float:speed,&rtime=0);
GetSpeedForMoveTime(Float:x,Float:y,Float:z,Float:tx,Float:ty,Float:tz,&Float:speed,rtime);
GetVehicleRotation(vehicleid,&Float:rx,&Float:ry,&Float:rz);
Float:GetPointInFrontOfVehicle2D(vehicleid,&Float:tx,&Float:ty,Float:radius);
GetPointInFrontOfVehicle3D(vehicleid,&Float:tx,&Float:ty,&Float:tz,Float:radius,&Float:rx=0.0,&Float:rz=0.0);
GetPlayerCameraRotation(playerid,&Float:rx,&Float:rz);
Float:GetPlayerCameraZAngle(playerid,&Float:rz=0.0);
GetPointFor2Point2D(Float:x1,Float:y1,Float:x2,Float:y2,Float:percent_size,&Float:tx,&Float:ty);
GetPointFor2Point3D(Float:x1,Float:y1,Float:z1,Float:x2,Float:y2,Float:z2,Float:percent_size,&Float:tx,&Float:ty,&Float:tz);
GetPointFor2Point2DEx(Float:x1,Float:y1,Float:x2,Float:y2,Float:distance,&Float:tx,&Float:ty);
GetPointFor2Point3DEx(Float:x1,Float:y1,Float:z1,Float:x2,Float:y2,Float:z2,Float:distance,&Float:tx,&Float:ty,&Float:tz);
ShiftVectorToRotation(Float:vx,Float:vy,Float:vz,&Float:rx,&Float:rz);
ShiftRotationToVector(Float:rx,Float:rz,&Float:vx,&Float:vy,&Float:vz);
GetPointToPointVector(Float:x,Float:y,Float:z,Float:tx,Float:ty,Float:tz,&Float:vx,&Float:vy,&Float:vz);
IsPointBetween2Points2D(Float:px,Float:py,Float:xA,Float:yA,Float:xB,Float:yB);
IsPointBetween2Points3D(Float:px,Float:py,Float:pz,Float:xA,Float:yA,Float:zA,Float:xB,Float:yB,Float:zB);
IsProbable(chance);
IsProbableEx(chance,poolsize); //by default IsProbable using 100
Float:CalculatePercent(Float:value,Float:maxvalue);
Float:GetPlayerTargetAngle(playerid,Float:x,Float:y,&Float:rz=0.0);
Float:SetPlayerTargetAngle(playerid,Float:x,Float:y,&Float:rz=0.0);
Float:GetPlayerTargetPlayerAngle(playerid,targetid,&Float:rz=0.0);
Float:SetPlayerTargetPlayerAngle(playerid,targetid,&Float:rz=0.0);
Float:GetVehicleSpeed(vehicleid);
SetVehicleSpeed(vehicleid,Float:speed);
Float:GetPlayerSpeed(playerid);
GetVehicleFlags(vehicleid);
GetVehicleDefaultFlagsByModel(modelid);
GetVehicleFlagsByModel(modelid);
SetVehicleFlagsByModel(modelid,value);
ToggleVehicleModelFlag(modelid,flag,bool:toggle);
IsVehicleFlag(value,flag);
GetWeaponShotPos(playerid,hittype,&Float:fx,&Float:fy,&Float:fz);
GetPlayerCameraLookAt(playerid,&Float:x,&Float:y,&Float:z);
IsPlayerLookAtSky(playerid);
GetQuatUpVector(Float:qw,Float:qx,Float:qy,Float:qz,&Float:vx,&Float:vy,&Float:vz);
Float:GetLineSize2D(Float:points[][2],maxpoints=sizeof(points));
Float:GetLineSize3D(Float:points[][3],maxpoints=sizeof(points));
IsVehicleInRangeOfPoint(vehicleid,Float:range,Float:x,Float:y,Float:z);
IsActorInRangeOfPoint(actorid,Float:range,Float:x,Float:y,Float:z);
ShiftLineRotation(Float:sX,Float:sY,Float:sZ,Float:eX,Float:eY,Float:eZ,Float:rx,Float:ry,Float:rz,&Float:nX,&Float:nY,&Float:nZ);
ShiftLineRotationVector(Float:sX,Float:sY,Float:sZ,Float:eX,Float:eY,Float:eZ,Float:rx,Float:ry,Float:rz,&Float:nX,&Float:nY,&Float:nZ);
Float:GetEllipseRadius(Float:x,Float:y,Float:angle);
GetArcPoints3D(Float:x,Float:y,Float:z,Float:tx,Float:ty,Float:tz,Float:ry,Float:height,Float:points[][3],max_points=sizeof(points));
Float:GetDistanceFromPointToLine(Float:px,Float:py,Float:pz,Float:sX,Float:sY,Float:sZ,Float:eX,Float:eY,Float:eZ,&Float:iX=0.0,&Float:iY=0.0,&Float:iZ=0.0);
Float:GetDistanceFromPointToLineEx(Float:px,Float:py,Float:pz,Float:sX,Float:sY,Float:sZ,Float:eX,Float:eY,Float:eZ,&Float:iX=0.0,&Float:iY=0.0,&Float:iZ=0.0);
GetNearest2DPointOnPolygon(const Float:polygon_points[],Float:x,Float:y,&Float:tx,&Float:ty,maxpoints = sizeof(polygon_points));
ShiftOffsetToPosition(Float:x,Float:y,Float:z,Float:rx,Float:ry,Float:rz,Float:offset_x,Float:offset_y,Float:offset_z,&Float:tx,&Float:ty,&Float:tz);
ShiftPositionToOffset(Float:x,Float:y,Float:z,Float:rx,Float:ry,Float:rz,&Float:offset_x,&Float:offset_y,&Float:offset_z,Float:tx,Float:ty,Float:tz);
Tryg3D::EulerToQuat(Float:rx,Float:ry,Float:rz,&Float:qw,&Float:qx,&Float:qy,&Float:qz);
Tryg3D::QuatToEuler(&Float:rx,&Float:ry,&Float:rz,Float:qw,Float:qx,Float:qy,Float:qz);
ShiftVectorRotation(Float:x,Float:y,Float:z,Float:rx,Float:ry,Float:rz,&Float:tx,&Float:ty,&Float:tz);
GetCube3DPoint(OrientationCube3D:orientation,Float:x,Float:y,Float:z,Float:rx,Float:ry,Float:rz,Float:size_x,Float:size_y,Float:size_z,&Float:tx,&Float:ty,&Float:tz);
IsPlayerFakeSpectating(playerid,bool:force_disable=true);
GenerateGangZone(Float:x,Float:y,Float:radius,&Float:minx,&Float:miny,&Float:maxx,&Float:maxy);
Float:GetCameraTargetDistance(Float:CamX,Float:CamY,Float:CamZ,Float:ObjX,Float:ObjY,Float:ObjZ,Float:FrX,Float:FrY,Float:FrZ);
IsPlayerAimingAt(playerid,Float:x,Float:y,Float:z,Float:radius);
IPL_CreateObject(modelid,Float:x,Float:y,Float:z,Float:qx,Float:qy,Float:qz,Float:qw,Float:drawdistance=0.0);
bool:IsPolygonClosed(const Float:points[],maxpoints = sizeof(points));
bool:IsValidPolygon(const Float:points[],maxpoints = sizeof(points));
Tryg3D::GetOrientation(Float:angle);
Tryg3D::GetOrientationName(orientation_name[],Float:angle,bool:as_compass=false,maxdest = sizeof(orientation_name));
Cast3D functions:
Cast3D::Explosion(Float:x,Float:y,Float:z,type,Float:radius,worldid=-1,interiorid=-1,playerid=-1,Float:distance=200.0);
Cast3D::ExplosionDMG(Float:x,Float:y,Float:z,type,Float:radius,worldid=-1,interiorid=-1,playerid=-1,Float:distance=200.0,Float:damage=82.5,Float:vehicle_damage=82.5,byplayerid=INVALID_PLAYER_ID,ignore_vehicle = INVALID_VEHICLE_ID,ignore_actor = INVALID_ACTOR_ID,collision_flags = TRYG3D_COLLISION_FLAG_NONE);
Cast3D::ExplosionRangeDMG(Float:x,Float:y,Float:z,type,Float:radius,worldid = -1,interiorid = -1,playerid = -1,Float:distance = 200.0,Float:min_damage=10.0,Float:max_damage=82.5,Float:min_vehicle_damage=50.0,Float:max_vehicle_damage=250.0,byplayerid=INVALID_PLAYER_ID,ignore_vehicle = INVALID_VEHICLE_ID,ignore_actor = INVALID_ACTOR_ID,collision_flags = TRYG3D_COLLISION_FLAG_NONE);
Cast3D::Damage(weaponid,bodypart,Float:damage,Float:vehicle_damage,Float:x,Float:y,Float:z,Float:radius,worldid=-1,interiorid=-1,playerid=-1,byplayerid=INVALID_PLAYER_ID);
Cast3D::Gravity(Float:x,Float:y,Float:z,Float:radius,Float:power = 1.0,worldid = -1,interiorid = -1,playerid = -1,byplayerid = INVALID_PLAYER_ID);
Area check functions:
Area::PointInCircle(Float:px,Float:py,Float:x,Float:y,Float:radius);
Area::PointInCylinder2D(Float:px,Float:py,Float:pz,Float:x,Float:y,Float:minz,Float:maxz,Float:radius);
Area::PointInCylinder3D(Float:px,Float:py,Float:pz,Float:xA,Float:yA,Float:zA,Float:xB,Float:yB,Float:zB,Float:radius);
Area::PointInSphere(Float:px,Float:py,Float:pz,Float:x,Float:y,Float:z,Float:radius);
Area::PointInRectangle(Float:x,Float:y,Float:minx,Float:miny,Float:maxx,Float:maxy);
Area::PointInCube(Float:x,Float:y,Float:z,Float:minx,Float:miny,Float:minz,Float:maxx,Float:maxy,Float:maxz);
Area::PointInPolygon(Float:x,Float:y,Float:points[],maxpoints=sizeof(points));
Area::PointInCircularSector(Float:px,Float:py,Float:x,Float:y,Float:rz,Float:radius,Float:view_angle);
Area::PointInSphericalSector(Float:px,Float:py,Float:pz,Float:x,Float:y,Float:z,Float:rx,Float:rz,Float:radius,Float:vrx,Float:vrz);
Area::PointInCone2D(Float:px,Float:py,Float:pz,Float:x,Float:y,Float:minz,Float:maxz,Float:radius_a,Float:radius_b);
Area::PointInCone3D(Float:px,Float:py,Float:pz,Float:xA,Float:yA,Float:zA,Float:xB,Float:yB,Float:zB,Float:radius_a,Float:radius_b);
Area::PointInCube3D(Float:px,Float:py,Float:pz,Float:x,Float:y,Float:z,Float:rx,Float:ry,Float:rz,Float:size_x,Float:size_y,Float:size_z);
Area::PointInEllipse(Float:px,Float:py,Float:cx,Float:cy,Float:size_x,Float:size_y);
Area::PointInEllipticalCylinder(Float:px,Float:py,Float:pz,Float:cx,Float:cy,Float:minz,Float:maxz,Float:size_x,Float:size_y);
Area::PointInSphericalSectorEx(Float:px,Float:py,Float:pz,Float:x,Float:y,Float:z,Float:rx,Float:rz,Float:radius,Float:vrx,Float:vrz,ignore_vehicle = INVALID_VEHICLE_ID,ignore_player = INVALID_PLAYER_ID,ignore_actor = INVALID_ACTOR_ID,collision_flags = TRYG3D_COLLISION_FLAG_OBJECT);
Area get random point functions (IN)
Random::PointInCircle(Float:x,Float:y,Float:radius,&Float:tx,&Float:ty);
Random::PointInCylinder2D(Float:x,Float:y,Float:minz,Float:maxz,Float:radius,&Float:tx,&Float:ty,&Float:tz);
Random::PointInCylinder3D(Float:xA,Float:yA,Float:zA,Float:xB,Float:yB,Float:zB,Float:radius,&Float:tx,&Float:ty,&Float:tz);
Random::PointInSphere(Float:x,Float:y,Float:z,Float:radius,&Float:tx,&Float:ty,&Float:tz);
Random::PointInRectangle(Float:minx,Float:miny,Float:maxx,Float:maxy,&Float:tx,&Float:ty);
Random::PointInCube(Float:minx,Float:miny,Float:minz,Float:maxx,Float:maxy,Float:maxz,&Float:tx,&Float:ty,&Float:tz);
Random::PointInPolygon(Float:points[],&Float:tx,&Float:ty,maxpoints = sizeof(points), max_iterations = 10000);
Random::PointInCircularSector(Float:x,Float:y,Float:rz,Float:radius,Float:view_angle,&Float:tx,&Float:ty);
Random::PointInSphericalSector(Float:x,Float:y,Float:z,Float:rx,Float:rz,Float:radius,Float:vrx,Float:vrz,&Float:tx,&Float:ty,&Float:tz);
Random::PointInCone2D(Float:x,Float:y,Float:minz,Float:maxz,Float:radius_a,Float:radius_b,&Float:tx,&Float:ty,&Float:tz)
Random::PointInCone3D(Float:xA,Float:yA,Float:zA,Float:xB,Float:yB,Float:zB,Float:radius_a,Float:radius_b,&Float:tx,&Float:ty,&Float:tz);
Random::PointInCube3D(Float:x,Float:y,Float:z,Float:rx,Float:ry,Float:rz,Float:size_x,Float:size_y,Float:size_z,&Float:tx,&Float:ty,&Float:tz);
Random::PointInEllipse(Float:cx,Float:cy,Float:size_x,Float:size_y,&Float:tx,&Float:ty);
Random::PointInEllipticalCyl2D(Float:cx,Float:cy,Float:minz,Float:maxz,Float:size_x,Float:size_y,&Float:tx,&Float:ty,&Float:tz);
Area get random point functions (ON)
Random::PointOnCircle(Float:x,Float:y,Float:radius,&Float:tx,&Float:ty);
Random::PointOnCylinder2D(Float:x,Float:y,Float:minz,Float:maxz,Float:radius,&Float:tx,&Float:ty,&Float:tz);
Random::PointOnCylinder3D(Float:xA,Float:yA,Float:zA,Float:xB,Float:yB,Float:zB,Float:radius,&Float:tx,&Float:ty,&Float:tz);
Random::PointOnSphere(Float:x,Float:y,Float:z,Float:radius,&Float:tx,&Float:ty,&Float:tz);
Random::PointOnRectangle(Float:minx,Float:miny,Float:maxx,Float:maxy,&Float:tx,&Float:ty);
Random::PointOnCube(Float:minx,Float:miny,Float:minz,Float:maxx,Float:maxy,Float:maxz,&Float:tx,&Float:ty,&Float:tz);
Random::PointOnCircularSector(Float:x,Float:y,Float:rz,Float:radius,Float:view_angle,&Float:tx,&Float:ty);
Random::PointOnSphericalSector(Float:x,Float:y,Float:z,Float:rx,Float:rz,Float:radius,Float:vrx,Float:vrz,&Float:tx,&Float:ty,&Float:tz);
Random::PointOnCone3D(Float:xA,Float:yA,Float:zA,Float:xB,Float:yB,Float:zB,Float:radius_a,Float:radius_b,&Float:tx,&Float:ty,&Float:tz);
Random::PointOnCube3D(Float:x,Float:y,Float:z,Float:rx,Float:ry,Float:rz,Float:size_x,Float:size_y,Float:size_z,&Float:tx,&Float:ty,&Float:tz);
Random::PointOnEllipse(Float:cx,Float:cy,Float:size_x,Float:size_y,&Float:tx,&Float:ty);
Random::PointOnEllipticalCyl2D(Float:cx,Float:cy,Float:minz,Float:maxz,Float:size_x,Float:size_y,&Float:tx,&Float:ty,&Float:tz);
Random::PointOnClock(Float:x,Float:y,Float:radius,&Float:tx,&Float:ty,&Float:trz,Float:rz=INVALID_ROTATION);
Universal Functions:
Item::GetInvalidID(Item3D_Type:item_type);
Item::GetPos(elementid,Item3D_Type:element_type,&Float:x,&Float:y,&Float:z);
Item::GetVirtualWorld(elementid,Item3D_Type:element_type);
Item::GetInterior(elementid,Item3D_Type:element_type);
Item::GetRotationQuat(elementid,Item3D_Type:element_type,&Float:qw,&Float:qx,&Float:qy,&Float:qz);
Item::GetUpVector(elementid,Item3D_Type:element_type,&Float:vx,&Float:vy,&Float:vz);
Item::GetUpPos(elementid,Item3D_Type:element_type,Float:radius,&Float:x,&Float:y,&Float:z,bool:reverse=false);
Item::GetDistance(elementid,Item3D_Type:element_type,targetid,Item3D_Type:target_type);
Item::GetDistanceFromPoint(elementid,Item3D_Type:element_type,Float:x,Float:y,Float:z);
Item::GetToPointVector(elementid,Item3D_Type:element_type,Float:tx,Float:ty,Float:tz,&Float:vx,&Float:vy,&Float:vz);
Item::GetRotatedVector(elementid,Item3D_Type:element_type,Float:tx,Float:ty,Float:tz,&Float:vx,&Float:vy,&Float:vz,bool:return_vector=true,Float:rx=0.0,Float:ry=0.0,Float:rz=0.0);
Item::GetOrientationPos(elementid,Item3D_Type:element_type,element_orientation:orientation,Float:distance,&Float:tx,&Float:ty,&Float:tz);
Item::OnPlayerScreen(playerid,targetid,Item3D_Type:target_type=item_player,element_orientation:orientation=o_front,Float:rx=INVALID_ROTATION,Float:rz=INVALID_ROTATION,Float:vrx=VERTICAL_CAMERA_RADIUS,Float:vrz=HORIZONTAL_CAMERA_RADIUS,bool:testVW=true,ignore_vehicle = INVALID_VEHICLE_ID,ignore_player = INVALID_PLAYER_ID,ignore_actor = INVALID_ACTOR_ID,collision_flags = TRYG3D_COLLISION_FLAG_OBJECT);
Item::OnFakeScreen(Float:x,Float:y,Float:z,targetid,Item3D_Type:target_type,Float:rx,Float:rz,Float:vrx=VERTICAL_CAMERA_RADIUS,Float:vrz=HORIZONTAL_CAMERA_RADIUS,ignore_vehicle = INVALID_VEHICLE_ID,ignore_player = INVALID_PLAYER_ID,ignore_actor = INVALID_ACTOR_ID,collision_flags = TRYG3D_COLLISION_FLAG_OBJECT);
Item::InCircle(elementid,Item3D_Type:element_type,Float:x,Float:y,Float:radius);
Item::InCylinder3D(elementid,Item3D_Type:element_type,Float:xA,Float:yA,Float:zA,Float:xB,Float:yB,Float:zB,Float:radius);
Item::InCylinder2D(elementid,Item3D_Type:element_type,Float:x,Float:y,Float:minz,Float:maxz,Float:radius);
Item::InSphere(elementid,Item3D_Type:element_type,Float:x,Float:y,Float:z,Float:radius);
Item::InRectangle(elementid,Item3D_Type:element_type,Float:minx,Float:miny,Float:maxx,Float:maxy);
Item::InCube(elementid,Item3D_Type:element_type,Float:minx,Float:miny,Float:minz,Float:maxx,Float:maxy,Float:maxz);
Item::InPolygon(elementid,Item3D_Type:element_type,Float:points[],maxpoints=sizeof(points));
Item::InCircularSector(elementid,Item3D_Type:element_type,Float:x,Float:y,Float:rz,Float:radius,Float:view_angle);
Item::InSphericalSector(elementid,Item3D_Type:element_type,Float:x,Float:y,Float:z,Float:rx,Float:rz,Float:radius,Float:vrx,Float:vrz);
Item::InCone2D(elementid,Item3D_Type:element_type,Float:x,Float:y,Float:minz,Float:maxz,Float:radius_a,Float:radius_b);
Item::InCone3D(elementid,Item3D_Type:element_type,Float:xA,Float:yA,Float:zA,Float:xB,Float:yB,Float:zB,Float:radius_a,Float:radius_b);
Item::InCube3D(elementid,Item3D_Type:element_type,Float:x,Float:y,Float:z,Float:rx,Float:ry,Float:rz,Float:size_x,Float:size_y,Float:size_z);
Item::InEllipse(elementid,Item3D_Type:element_type,Float:cx,Float:cy,Float:size_x,Float:size_y);
Item::InEllipticalCylinder2D(elementid,Item3D_Type:element_type,Float:cx,Float:cy,Float:minz,Float:maxz,Float:size_x,Float:size_y);
Item::InRangeOfPoint(Float:x,Float:y,Float:z,Float:range,targetid,Item3D_Type:target_type=item_player,ignore_vehicle = INVALID_VEHICLE_ID,ignore_player = INVALID_PLAYER_ID,ignore_actor = INVALID_ACTOR_ID,collision_flags = TRYG3D_COLLISION_FLAG_NONE);
Item::IsPlayerInRange(playerid,Float:range,targetid,Item3D_Type:target_type=item_player,ignore_vehicle = INVALID_VEHICLE_ID,ignore_player = INVALID_PLAYER_ID,ignore_actor = INVALID_ACTOR_ID,collision_flags = TRYG3D_COLLISION_FLAG_NONE);
Item::InRangeOfItem(elementid,Item3D_Type:element_type,Float:range,targetid,Item3D_Type:target_type=item_player,ignore_vehicle = INVALID_VEHICLE_ID,ignore_player = INVALID_PLAYER_ID,ignore_actor = INVALID_ACTOR_ID,collision_flags = TRYG3D_COLLISION_FLAG_NONE);
Universal Functions (ColAndreas):
Item::ToItemIsWall(elementid,Item3D_Type:element_type,targetid,Item3D_Type:target_type);
Item::ToPointIsWall(Float:x,Float:y,Float:z,targetid,Item3D_Type:target_type);
Item::GetCollisionFlags(elementid,Item3D_Type:element_type);
Item::GetOrientationPosCol(elementid,Item3D_Type:element_type,element_orientation:orientation,Float:distance,&Float:tx,&Float:ty,&Float:tz);
Item::IsPointInWaterOrient(elementid,Item3D_Type:element_type,Float:radius,element_orientation:orientation=o_front);
Item::CollisionToPoint(Float:x,Float:y,Float:z,targetid,Item3D_Type:target_type,ignore_vehicle = INVALID_VEHICLE_ID,ignore_player = INVALID_PLAYER_ID,ignore_actor = INVALID_ACTOR_ID,collision_flags = TRYG3D_COLLISION_FLAG_ALL);
Item::CollisionToItem(elementid,Item3D_Type:element_type,targetid,Item3D_Type:target_type,ignore_vehicle = INVALID_VEHICLE_ID,ignore_player = INVALID_PLAYER_ID,ignore_actor = INVALID_ACTOR_ID,collision_flags = TRYG3D_COLLISION_FLAG_ALL);
Universal Functions (Streamer):
Item::InDynamicArea(elementid,Item3D_Type:element_type,STREAMER_TAG_AREA:areaid);
Item::GetInDynamicArea(STREAMER_TAG_AREA:areaid,Item3D_Type:element_type,element_list[],max_element=sizeof(element_list));
Draw3D Module functions:
Draw3D::Circle3D(Float:x,Float:y,Float:z,Float:radius,Float:points[][3],max_sector = 36,Float:rx = 90.0,Float:ry = 0.0,max_points = sizeof(points));
Draw3D::Cylinder3D(Float:xA,Float:yA,Float:zA,Float:xB,Float:yB,Float:zB,Float:radius,Float:points[][3],max_sector = 36,max_circles = 5,max_points = sizeof(points));
Draw3D::Sphere(Float:x,Float:y,Float:z,Float:radius,Float:points[][3],max_sector = 36,max_circles = 5,max_points = sizeof(points));
Draw3D::Cone3D(Float:xA,Float:yA,Float:zA,Float:xB,Float:yB,Float:zB,Float:radius,Float:points[][3],max_sector = 36,max_circles = 5,max_points = sizeof(points));
Draw3D::Rectangle2D(Float:minx,Float:miny,Float:maxx,Float:maxy,Float:points[][2],points_per_wall = 36,max_points = sizeof(points));
Draw3D::Cube2D(Float:minx,Float:miny,Float:minz,Float:maxx,Float:maxy,Float:maxz,Float:points[][3],points_per_wall = 36,max_points = sizeof(points));
Draw3D::Polygon2D(const Float:polygon_points[],Float:points[][2],points_per_line = 36,max_polygon_points = sizeof(polygon_points),max_points = sizeof(points));
Catch Module functions:
CatchItems::Circle(Float:x,Float:y,Float:radius,Item3D_Type:element_type,element_list[],worldid = -1,interiorid = -1,max_element=sizeof(element_list));
CatchItems::Cylinder2D(Float:x,Float:y,Float:minz,Float:maxz,Float:radius,Item3D_Type:element_type,element_list[],worldid = -1,interiorid = -1,max_element=sizeof(element_list));
CatchItems::Cylinder3D(Float:xA,Float:yA,Float:zA,Float:xB,Float:yB,Float:zB,Float:radius,Item3D_Type:element_type,element_list[],worldid = -1,interiorid = -1,max_element=sizeof(element_list));
CatchItems::Sphere(Float:x,Float:y,Float:z,Float:radius,Item3D_Type:element_type,element_list[],worldid = -1,interiorid = -1,max_element=sizeof(element_list));
CatchItems::Rectangle(Float:minx,Float:miny,Float:maxx,Float:maxy,Item3D_Type:element_type,element_list[],worldid = -1,interiorid = -1,max_element=sizeof(element_list));
CatchItems::StreamCube(Float:minx,Float:miny,Float:minz,Float:maxx,Float:maxy,Float:maxz,Item3D_Type:element_type,element_list[],worldid = -1,interiorid = -1,max_element=sizeof(element_list));
CatchItems::Polygon(const Float:points[],Item3D_Type:element_type,element_list[],worldid = -1,interiorid = -1,max_element=sizeof(element_list),maxpoints = sizeof(points));
CatchItems::CircularSector(Float:x,Float:y,Float:rz,Float:radius,Float:view_angle,Item3D_Type:element_type,element_list[],worldid = -1,interiorid = -1,max_element=sizeof(element_list));
CatchItems::SphericalSector(Float:x,Float:y,Float:z,Float:rx,Float:rz,Float:radius,Float:vrx,Float:vrz,Item3D_Type:element_type,element_list[],worldid = -1,interiorid = -1,max_element=sizeof(element_list));
CatchItems::Cone2D(Float:x,Float:y,Float:minz,Float:maxz,Float:radius_a,Float:radius_b,Item3D_Type:element_type,element_list[],worldid = -1,interiorid = -1,max_element=sizeof(element_list));
CatchItems::Cone3D(Float:xA,Float:yA,Float:zA,Float:xB,Float:yB,Float:zB,Float:pointA_radius,Float:pointB_radius,Item3D_Type:element_type,element_list[],worldid = -1,interiorid = -1,max_element=sizeof(element_list));
CatchItems::Cube3D(Float:x,Float:y,Float:z,Float:rx,Float:ry,Float:rz,Float:size_x,Float:size_y,Float:size_z,Item3D_Type:element_type,element_list[],worldid = -1,interiorid = -1,max_element=sizeof(element_list));
CatchItems::Ellipse(Float:cx,Float:cy,Float:size_x,Float:size_y,Item3D_Type:element_type,element_list[],worldid = -1,interiorid = -1,max_element=sizeof(element_list));
CatchItems::EllipticalCylinder2D(Float:cx,Float:cy,Float:minz,Float:maxz,Float:size_x,Float:size_y,Item3D_Type:element_type,element_list[],worldid = -1,interiorid = -1,max_element=sizeof(element_list));
CatchItems::SphericalSectorEx(Float:x,Float:y,Float:z,Float:rx,Float:rz,Float:radius,Float:vrx,Float:vrz,Item3D_Type:element_type,element_list[],ignore_vehicle = INVALID_VEHICLE_ID,ignore_player = INVALID_PLAYER_ID,ignore_actor = INVALID_ACTOR_ID,collision_flags = TRYG3D_COLLISION_FLAG_OBJECT,worldid = -1,interiorid = -1,max_element=sizeof(element_list));
CatchItems::PointInStream(Float:x,Float:y,Float:z,const Stream:AreaData[Stream3D]);
CatchItems::InStream(TRYG3D_ELEMENT_TAG:elementid,Item3D_Type:element_type,const Stream:AreaData[Stream3D],worldid = -1,interiorid = -1);
CatchItems::GetInStream(const Stream:AreaData[Stream3D],Item3D_Type:element_type,element_list[],worldid = -1,interiorid = -1,max_element=sizeof(element_list));
CatchItems::GetStreamType(Stream:data);
CatchItems::IsValidStream(Stream:data);
ScreenToWorld Functions:
ScreenToWorld(playerid,Float:screenX,Float:screenY,&Float:vX,&Float:vY,&Float:vZ);
WorldToScreen(playerid,Float:x,Float:y,Float:z,&Float:screenX,&Float:screenY);
ScreenToWorldCol(playerid,Float:distance,Float:screenX,Float:screenY,&Float:vX,&Float:vY,&Float:vZ);
Tryg3D::NormCrossProduct(&Float:x,&Float:y,&Float:z,Float:v1x,Float:v1y,Float:v1z,Float:v2x,Float:v2y,Float:v2z);
Nero_3D Rotations Functions:
Tryg3D::GetRotationMatrixEuler(Float:matrix[][],Float:rx,Float:ry,Float:rz);
Tryg3D::GetRotationMatrixEulerEx(Float:matrix[][],Float:rx,Float:ry,Float:rz,T3D:eulermode:mode=T3D:euler_default);
Tryg3D::MatrixRotate(Float:matrix[][],Float:oX,Float:oY,Float:oZ,&Float:x,&Float:y,&Float:z);
Tryg3D::QuatRotate(Float:qw,Float:qx,Float:qy,Float:qz,Float:oX,Float:oY,Float:oZ,&Float:tx,&Float:ty,&Float:tz);
Tryg3D::GetQuatFromEuler(Float:rx,Float:ry,Float:rz,&Float:qw,&Float:qx,&Float:qy,&Float:qz,T3D:eulermode:mode=T3D:euler_default);
Tryg3D::EulerRotate(Float:rX,Float:rY,Float:rZ,Float:oX,Float:oY,Float:oZ,&Float:tx,&Float:ty,&Float:tz);
Tryg3D::EulerRotateEx(Float:rX,Float:rY,Float:rZ,Float:oX,Float:oY,Float:oZ,&Float:tx,&Float:ty,&Float:tz,T3D:eulermode:mode=T3D:euler_default);
VehiclePartPosition Functions:
GetVehiclePartPos(vehicleid,partid,&Float:tx,&Float:ty,&Float:tz,Float:offset_x=0.0,Float:offset_y=0.0,Float:offset_z=0.0);
GetDynamicVehiclePartPos(vehicleid,partid,&Float:tx,&Float:ty,&Float:tz,Float:offset_x=0.0,Float:offset_y=0.0,Float:offset_z=0.0);
VehicleCollision Functions:
IsVehicleCollisionEnabled();
Tryg3D::InitVehicleCollision(); //OnGameModeInit / OnFilterScriptInit
Tryg3D::ExitVehicleCollision();
Tryg3D::SyncVehicleCollision(vehicleid); //EVF -> OnVehicleCreated
IsToggledVehicleCollision(vehicleid);
ToggleVehicleCollision(vehicleid,bool:toggle);
PlayerCollision Functions:
IsPlayerCollisionEnabled();
Tryg3D::InitPlayerCollision(); //OnGameModeInit / OnFilterScriptInit
Tryg3D::ExitPlayerCollision();
Tryg3D::SyncPlayerCollision(playerid); //auto called after player spawn
IsToggledPlayerCollision(playerid);
TogglePlayerCollision(playerid,bool:toggle);
ActorCollision Functions:
IsActorCollisionEnabled();
Tryg3D::InitActorCollision(); //OnGameModeInit / OnFilterScriptInit
Tryg3D::ExitActorCollision();
Tryg3D::SyncActorCollision(actorid); //After create/change actor position
IsToggledActorCollision(actorid);
ToggleActorCollision(actorid,bool:toggle);
Extended Functions:
randomex(min,max);
Tryg3D::GetErrorCount();
Tryg3D::ResetErrorCount();
Tryg3D::SetStreamDistance(Float:streamdistance); //default 300.0
Tryg3D::GetStreamDistance();
Tryg3D::GetActiveCount();
Tryg3D::GetVersion(value);
Tryg3D::KeyPressed(key);
Tryg3D::KeyReleased(key);
Tryg3D::KeyHolding(key);
Tryg3D::SecToTimeDay(second); //Use: %d:%02d:%02d:%02d
Tryg3D::MSToTimeDay(millisecond); //Use: %d:%02d:%02d:%02d
Tryg3D::SecToTime(second); //Use: %02d:%02d:%02d
Tryg3D::MSToTime(millisecond); //Use: %02d:%02d:%02d
Tryg3D::SecToTimeMini(second); //Use: %02d:%02d
Tryg3D::MSToTimeMini(millisecond); //Use: %02d:%02d
Animation Functions:
Animation::IsPlayerSkydiving(playerid);
Animation::IsPlayerUsingParachute(playerid);
Animation::IsPlayerAiming(playerid);
Animation::IsPlayerStay(playerid);
Animation::IsPlayerRunning(playerid);
Animation::IsPlayerSwim(playerid);
Animation::IsPlayerJump(playerid);
Animation::IsPlayerParaFall(playerid);
Animation::IsPlayerParaGlide(playerid);
Animation::IsPlayerFall(playerid);
Streamer Functions:
SetPlayerAbsolutePosition(playerid,Float:x,Float:y,Float:z,Float:angle,worldid=-1,interiorid=-1,compensatedtime=-1,freezeplayer=1);
SetPlayerAbsolutePositionVeh(playerid,Float:x,Float:y,Float:z,Float:angle,worldid=-1,interiorid=-1,compensatedtime=-1,freezeplayer=1);
IsDynamicActorInRangeOfPoint(actorid,Float:range,Float:x,Float:y,Float:z);
IsVehicleFullyInDynamicArea(vehicleid,areaid);
Random::PointInDynamicArea(STREAMER_TAG_AREA:areaid,&Float:tx,&Float:ty,&Float:tz);
IPL_CreateDynamicObject(modelid,Float:x,Float:y,Float:z,Float:qx,Float:qy,Float:qz,Float:qw,worldid=-1,interiorid=-1,playerid=-1,Float:streamdistance=STREAMER_OBJECT_SD,Float:drawdistance=STREAMER_OBJECT_DD,STREAMER_TAG_AREA:areaid=STREAMER_TAG_AREA:-1,priority=0);
ColAndreas Functions:
MovePointCol(Float:StartX,Float:StartY,Float:StartZ,Float:EndX,Float:EndY,Float:EndZ,&Float:x,&Float:y,&Float:z);
MovePointColCutLine(Float:sX,Float:sY,Float:sZ,Float:eX,Float:eY,Float:eZ,&Float:x,&Float:y,&Float:z,Float:cut_size=0.0);
MovePointColCutLineEx(Float:sX,Float:sY,Float:sZ,Float:eX,Float:eY,Float:eZ,&Float:x,&Float:y,&Float:z,Float:cut_size=0.0);
GetPointInFront3DCol(Float:x,Float:y,Float:z,Float:rx,Float:rz,Float:radius,&Float:tx,&Float:ty,&Float:tz);
GetPointInFront3DColEx(Float:x,Float:y,Float:z,Float:rx,Float:ry,Float:rz,Float:radius,&Float:tx,&Float:ty,&Float:tz);
Float:GetPointInFrontOfPlayerCol(playerid,&Float:tx,&Float:ty,Float:radius);
Float:GetPointInFrontOfCamera2DCol(playerid,&Float:tx,&Float:ty,Float:radius);
GetPointInFrontOfCamera3DCol(playerid,&Float:tx,&Float:ty,&Float:tz,Float:radius,&Float:rx=0.0,&Float:rz=0.0);
Float:GetPointInFrontOfVehicle2DCol(vehicleid,&Float:tx,&Float:ty,Float:radius);
GetPointInFrontOfVehicle3DCol(vehicleid,&Float:tx,&Float:ty,&Float:tz,Float:radius,&Float:rx=0.0,&Float:rz=0.0);
GetGroundRotation(Float:x,Float:y,Float:size,&Float:rx,&Float:ry);
GetPointCollisionFlags(Float:x,Float:y,Float:z,interiorid=0);
IsCollisionFlag(value,flag);
UndergroundFindZ(Float:x,Float:y,&Float:z);
InteriorFindZ(Float:px,Float:py,Float:pz,Float:size=2.0,&Float:z=0.0);
IsPointInWater(Float:x,Float:y,Float:z=0.0);
IsPointInUnderwater(Float:x,Float:y,Float:z);
IsPointInUnderground(Float:x,Float:y,Float:z);
IsPointInAir(Float:x,Float:y,Float:z,bool:interior=false,Float:max_distance=2.2);
IsPointInGround(Float:x,Float:y,Float:z,bool:interior=false,Float:max_distance=2.2);
IsBetweenPlayersIsWall(playerid,targetid);
IsBetweenPlayerToPointIsWall(playerid,Float:x,Float:y,Float:z);
GetPointInWallForPoint(Float:x,Float:y,Float:z,Float:radius,&Float:tx,&Float:ty,&Float:tz,Float:sector=90.0);
SetPlayerCameraDirectionLookAt(playerid,Float:x,Float:y,Float:z,Float:distance = 5.0,Float:rx=20.0,Float:sector=90.0);
GetWallRotation(Float:sx,Float:sy,Float:sz,Float:ex,Float:ey,Float:ez,&Float:rx,&Float:rz,&Float:px=0.0,&Float:py=0.0,&Float:pz=0.0,Float:size=1.0,Float:cut_size=0.0);
ColAndreas::FindGroundZ(Float:x,Float:y,Float:z,&Float:gZ);
Tryg3D::CollisionCheck(Float:StartX,Float:StartY,Float:StartZ,Float:EndX,Float:EndY,Float:EndZ,&Float:x,&Float:y,&Float:z,&Item3D_Type:item_type=Item3D_Type:0,&element_id=0,Float:cut_size=0.0,ignore_vehicle = INVALID_VEHICLE_ID,ignore_player = INVALID_PLAYER_ID,ignore_actor = INVALID_ACTOR_ID,collision_flags = TRYG3D_COLLISION_FLAG_ALL);
ColAndreas Extended Functions:
Tryg3D::IsColAndreasInit();
Tryg3D::SafeColAndreasInit();
ColAndreas Callbacks:
OnColAndreasRemoveBuilding();
Grenade Detection Callbacks (ColAndreas):
OnPlayerDroppingGrenade(playerid,weaponid,Float:x,Float:y,Float:z);
YSF Functions:
Float:GetPlayerHydraReactorRX(playerid);
IsPlayerHydraReactorBoost(playerid);
GetPlayerRotation(playerid,&Float:rx,&Float:ry,&Float:rz);
CountTextDraw();
CountPlayerTextDraw(playerid);
CountVisibleTextDraw(playerid);
CountVisiblePlayerTextDraw(playerid);
CountGangZone();
CountVisibleGangZone(playerid);
CountPlayerGangZone(playerid);
CountVisiblePlayerGangZone(playerid);
IsVehicleOnSpawn(vehicleid,Float:check_radius=1.0);
IsPlayerOnSpawn(playerid,Float:check_radius=1.0);
Random::PointInGangZone(zoneid,&Float:tx,&Float:ty);
Random::PointInPlayerGangZone(playerid,zoneid,&Float:tx,&Float:ty);
FCNPC Functions:
FCNPC::GetPointInFront(npcid,&Float:tx,&Float:ty,Float:radius);
FCNPC::InRangeOfPoint(npcid,Float:range,Float:x,Float:y,Float:z);
FCNPC::GetTargetAngle(npcid,Float:x,Float:y,&Float:rz=0.0);
FCNPC::SetTargetAngle(npcid,Float:x,Float:y,&Float:rz=0.0);
FCNPC::SetVehicleRotation(npcid,Float:rx,Float:ry,Float:rz);
FCNPC::SetVehicleTargetRotation(npcid,Float:tx,Float:ty,Float:tz,Float:ry=0.0);
FCNPC::GoToAir(npcid,Float:x,Float:y,Float:z,type=FCNPC_MOVE_TYPE_AUTO,Float:speed=FCNPC_MOVE_SPEED_AUTO,Float:min_distance=0.0,stopdelay=250);
FCNPC Functions (ColAndreas):
FCNPC::GetPointInFrontCol(npcid,&Float:tx,&Float:ty,Float:radius);
FCNPC::GoToCol(npcid,Float:x,Float:y,Float:z,type=FCNPC_MOVE_TYPE_AUTO,Float:speed=FCNPC_MOVE_SPEED_AUTO,mode = FCNPC_MOVE_MODE_AUTO,Float:cut_size=0.0,bool:set_angle=true,Float:min_distance=0.0,stopdelay=250);
FCNPC::GoToPlayerCol(npcid,playerid,type=FCNPC_MOVE_TYPE_AUTO,Float:speed=FCNPC_MOVE_SPEED_AUTO,mode = FCNPC_MOVE_MODE_AUTO,Float:cut_size=0.0,bool:set_angle=true,Float:min_distance=0.0,stopdelay=250);
FCNPC::GoToPlayerOnGroundCol(npcid,playerid,type=FCNPC_MOVE_TYPE_AUTO,Float:speed=FCNPC_MOVE_SPEED_AUTO,mode = FCNPC_MOVE_MODE_AUTO,Float:cut_size=1.0,Float:climbing=2.0,bool:set_angle=true,Float:min_distance=0.0,stopdelay=250);
FCNPC::GoToPlayerOnGroundColVeh(npcid,playerid,type=FCNPC_MOVE_TYPE_AUTO,Float:speed=FCNPC_MOVE_SPEED_AUTO,mode = FCNPC_MOVE_MODE_AUTO,Float:cut_size=1.0,Float:climbing=2.0,bool:set_angle=true,Float:min_distance=0.0,stopdelay=250);
FCNPC::GoToAirCol(npcid,Float:x,Float:y,Float:z,type=FCNPC_MOVE_TYPE_AUTO,Float:speed=FCNPC_MOVE_SPEED_AUTO,Float:cut_size=0.0,Float:min_distance=0.0,stopdelay=250);
FCNPC::RandomMoveInDynamicArea(npcid,STREAMER_TAG_AREA:areaid,Float:climbing=2.0,type=FCNPC_MOVE_TYPE_AUTO,Float:speed=FCNPC_MOVE_SPEED_AUTO,mode = FCNPC_MOVE_MODE_AUTO,bool:set_angle=true,Float:min_distance=0.0,stopdelay=250);
FCNPC::SetAbsolutePosition(npcid,Float:x,Float:y,Float:z,Float:angle,worldid=-1,interiorid=-1,compensatedtime=-1,freezeplayer=1);
FCNPC::SetFloorPos(npcid);
VehicleStreamer Functions:
GetDynamicVehicleFlags(vehicleid);
Float:GetDynamicVehicleSpeed(vehicleid);
Float:GetPointInFrontOfDynVeh2D(vehicleid,&Float:tx,&Float:ty,Float:radius);
GetPointInFrontOfDynVeh3D(vehicleid,&Float:tx,&Float:ty,&Float:tz,Float:radius,&Float:rx=0.0,&Float:rz=0.0);
IsDynVehInRangeOfPoint(vehicleid,Float:range,Float:x,Float:y,Float:z);
IsDynVehFullyInDynamicArea(vehicleid,areaid);
Float:GetPointInFrontOfDynVeh2DCol(vehicleid,&Float:tx,&Float:ty,Float:radius);
GetPointInFrontOfDynVeh3DCol(vehicleid,&Float:tx,&Float:ty,&Float:tz,Float:radius,&Float:rx=0.0,&Float:rz=0.0);
IsDynamicVehicleOnSpawn(vehicleid,Float:check_radius=1.0);
GetDynamicVehicleRotation(vehicleid,&Float:rx,&Float:ry,&Float:rz);
Deprecated Functions:
GetDistanceBetweenPoints -> GetDistanceBetweenPoints3D
GetPlayersDistance -> Item::GetDistance
GetVehiclesDistance -> Item::GetDistance
GetObjectsDistance -> Item::GetDistance
GetActorDistanceFromPoint -> Item::GetDistanceFromPoint
GetDistanceBetweenPlayers -> Item::GetDistance
GetDistanceBetweenVehicles -> Item::GetDistance
GetDistanceBetweenObjects -> Item::GetDistance
GetPlayerActorDistance -> Item::GetDistance
GetPlayerVehicleDistance -> Item::GetDistance
GetPlayerObjectDistance -> Item::GetDistance
IsPlayerInCircle -> Item::In...
IsPlayerInSphere -> Item::In...
IsPlayerInRectangle -> Item::In...
IsPlayerInCube -> Item::In...
IsPlayerInPolygon -> Item::In...
GetPlayerCollisionFlags -> Item::GetCollisionFlags
GetVehicleCollisionFlags -> Item::GetCollisionFlags
IsPointInWaterFrontOfPlayer -> Item::IsPointInWaterOrient
MovePointColWithVehicle -> Tryg3D::CollisionCheck
MovePointColWithVehicleCut -> Tryg3D::CollisionCheck
Item::ToPointIsVeh -> Item::CollisionToPoint
Item::ToItemIsVeh -> Item::CollisionToItem
Symbols:
FLOAT_PI - pi constant value
FLOAT_EULER - Euler number
FLOAT_NAN - Float NaN
FLOAT_DEFECT - Float defect (Arc Test)
FLOAT_INFINITY - Float Infinity
VBTP - Value Bigger Than Possible
VLTP - Value Lower Than Possible
Definitions:
VERTICAL_CAMERA_RADIUS - (modifiable)
HORIZONTAL_CAMERA_RADIUS - (modifiable)
INVALID_ROTATION - (modifiable)
MAX_POLYGON_POINTS - (modifiable)
VEHICLE_SPEED_MULTIPLIER - (modifiable)
PLAYER_SPEED_MULTIPLIER - (modifiable)
INVALID_MOVE_TIME - (modifiable)
INVALID_MOVE_SPEED - (modifiable)
INVALID_VIRTUAL_WORLD - (modifiable)
CHARACTER_GROUND_Z_DIFF - (modifiable)
TRYG3D_MAX_AREA_CHECK - Define area check limit when using Vehicle/Player/Actor collision system (modifiable)
TRYG3D_RANDOM_MAX_ANGLE
WEAPON_DYNAMIC_EXPLOSION_DMG - deatch reason by using Cast3D::ExplosionDMG
WEAPON_DYNAMIC_EXPLOSION_RANGE - deatch reason by using Cast3D::ExplosionRangeDMG
Position Flags:
POSITION_FLAG_WORLD
POSITION_FLAG_INTERIOR
POSITION_FLAG_AIR
POSITION_FLAG_GROUND
POSITION_FLAG_WATER
POSITION_FLAG_UNDERWATER
POSITION_FLAG_UNDERGROUND
Tryg3D::CollisionCheck Flags:
TRYG3D_COLLISION_FLAG_NONE
TRYG3D_COLLISION_FLAG_OBJECT
TRYG3D_COLLISION_FLAG_VEHICLE
TRYG3D_COLLISION_FLAG_PLAYER
TRYG3D_COLLISION_FLAG_ACTOR
TRYG3D_COLLISION_FLAG_ALL
Vehicle Flags:
VF_STREET VF_AIRBORNE VF_NATATORIAL VF_MILITARY VF_TRAIN VF_RC VF_CARRIAGE
VF_AIRPLANE VF_HELICOPTER VF_BIKES VF_TRAILER VF_TOWABLE VF_POLICE
Vehicle Parts:
VEHICLE_PART_RFTIRE - Right Front tire
VEHICLE_PART_LFTIRE - Left Front tire
VEHICLE_PART_RRTIRE - Right Rear tire
VEHICLE_PART_LRTIRE - Left Rear tire
VEHICLE_PART_HOOD - In Front
VEHICLE_PART_TRUNK - Behind
VEHICLE_PART_ROOF - Roof
VEHICLE_PART_CHASSIS - Chassis
VEHICLE_PART_PETROLCAP - Petrolcap
enum 'element_orientation'
# o_left - Orientation Left
# o_right - Orientation Right
# o_up - Orientation Up
# o_down - Orientation Down
# o_front - Orientation Front
# o_back - Orientation Back
# o_front_left - Orientation Front left (diagonal)
# o_front_right - Orientation Front right (diagonal)
# o_back_left - Orientation Back left (diagonal)
# o_back_right - Orientation Back right (diagonal)
enum 'Item3D_Type'
# item_player
# item_npc
# item_actor
# item_object
# item_vehicle
# item_dynamic_object
# item_dynamic_pickup
# item_dynamic_cp
# item_dynamic_racecp
# item_dynamic_mapicon
# item_dynamic_3dtext
# item_dynamic_actor
# item_dynamic_vehicle
# item_fcnpc
enum 'StreamType'
# s_invalid
# s_circle
# s_cylinder2d
# s_cylinder3d
# s_sphere
# s_rectangle
# s_cube2d
# s_cube3d
# s_polygon
# s_circularsector
# s_sphericalsector
# s_cone2d
# s_cone3d
# s_ellipse
# s_ellipticalcyl2d
# a_sphericalsectorex
enum 'Vectors3D'
# Float: T3D:X - Position X
# Float: T3D:Y - Position Y
# Float: T3D:Z - Position Z
# Float: T3D:A - Angle
enum 'Float3D'
# Float: T3D:X - Position X
# Float: T3D:Y - Position Y
# Float: T3D:Z - Position Z
# Float: T3D:rX - Rotation X
# Float: T3D:rY - Rotation Y
# Float: T3D:rZ - Rotation Z
# Float: T3D:tX - Target Position X
# Float: T3D:tY - Target Position Y
# Float: T3D:tZ - Target Position Z
# T3D:VW - Virtual World ID
# T3D:INT - Interior ID
# Float: T3D:SPEED - Speed
enum 'LongFloat3D'
# Float: T3D:X - Position X
# Float: T3D:Y - Position Y
# Float: T3D:Z - Position Z
# Float: T3D:rX - Rotation X
# Float: T3D:rY - Rotation Y
# Float: T3D:rZ - Rotation Z
# Float: T3D:tX - Target Position X
# Float: T3D:tY - Target Position Y
# Float: T3D:tZ - Target Position Z
# Float: T3D:trX - Target Rotation X
# Float: T3D:trY - Target Rotation Y
# Float: T3D:trZ - Target Rotation Z
# Float: T3D:VecX - Vector Position X
# Float: T3D:VecY - Vector Position Y
# Float: T3D:VecZ - Vector Position Z
# T3D:VW - Virtual World ID
# T3D:INT - Interior ID
# Float: T3D:SPEED - Speed
enum 'OrientationCube3D'
# o_left_back_down
# o_right_back_down
# o_right_front_down
# o_left_front_down
# o_left_back_up
# o_right_back_up
# o_right_front_up
# o_left_front_up
enum 'T3D:eulermode'
# T3D:euler_xzx - Proper / Classic Euler angles
# T3D:euler_xyx - Proper / Classic Euler angles
# T3D:euler_yxy - Proper / Classic Euler angles
# T3D:euler_yzy - Proper / Classic Euler angles
# T3D:euler_zyz - Proper / Classic Euler angles
# T3D:euler_zxz - Proper / Classic Euler angles
# T3D:euler_xzy - Tait-Bryan angles
# T3D:euler_xyz - Tait-Bryan angles
# T3D:euler_yxz - Tait-Bryan angles
# T3D:euler_yzx - Tait-Bryan angles
# T3D:euler_zyx - pitch roll yaw
# T3D:euler_zxy - sa-mp
Download:
3DTryg.inc
More functions available with plugins:
ColAndreas (Recommended 1GB RAM for server by using this plugin)
YSF
Streamer
FCNPC
VehicleStreamer
Compatibility includes:
rotation.inc by Nero_3D
i_quat.inc by IllidanS4
YSI Libraries (with #define ENABLE_3D_TRYG_YSI_SUPPORT if you got error)
Supported elements:
1. Character Elements:
- Player's
- NPC's
- Actor's
- FCNPC's
2. Static Elements:
- Object's
- Vehicle's
- GangZone's
3. Dynamic Elements:
- DynamicObject's
- DynamicPickup's
- DynamicCP's
- DynamicRaceCP's
- DynamicMapIcon's
- Dynamic3DText's
- DynamicActor's
- DynamicVehicles's
4. Areas 2D / 3D:
a) Geometric Figures:
- Circle
- Rectangle
- Polygon
- CircularSector
- Ellipse
- Cone2D
b) Chunk:
- Cylinder2D
- Sphere
- Cube
- EllipticalCylinder2D
c) Rotated Chunk:
- Cylinder3D
- SphericalSector
- Cube3D
- Cone3D
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