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| ExtendedGrenade |
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Posted by: AbyssMorgan - 2021-04-18, 12:11 PM - Forum: Libraries
- No Replies
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Hello, I would like to present you the Extended Granade.
Video:
https://www.youtube.com/watch?v=wlFEwpE0j7k
Functions:
Code: Grenade::IsWeaponEnable(playerid,special_weaponid);
Grenade::WeaponEnable(playerid,special_weaponid,bool:enable);
Grenade::GetSpecialAmmo(playerid,special_weaponid);
Grenade::SetSpecialAmmo(playerid,special_weaponid,ammo);
Grenade::GetEffectID(playerid,special_weaponid);
Grenade::SetEffectID(playerid,special_weaponid,effectid);
Grenade::GetDamage(playerid,special_weaponid);
Grenade::SetDamage(playerid,special_weaponid,Float:damage);
Grenade::GetVehicleDamage(playerid,special_weaponid);
Grenade::SetVehicleDamage(playerid,special_weaponid,Float:damage);
Grenade::GetTime(playerid,special_weaponid);
Grenade::SetTime(playerid,special_weaponid,seconds);
Grenade::IsToggleGasMask(playerid);
Grenade::ToggleGasMask(playerid,bool:toggle);
Grenade::GetSpecialWeaponID(weaponid);
Grenade::GrenadeEffectByPlayer(playerid,special_weaponid,Float:x,Float:y,Float:z);
Grenade::CreateGrenadeEffect(special_weaponid,effectid,Float:x,Float:y,Float:z,worldid,interiorid,playerid,Float:streamdistance,Float:damage,Float:veh_damage,active_time=25,byplayerid=INVALID_PLAYER_ID);
Grenade::DestroyEffect(mobid);
Definitions:
Code: MAX_GRENADE_EFFECT
GRENADE_DOT_TEAR_GAS
GRENADE_DOT_FIRE
GRENADE_EFFECT_TIME
GRENADE_DEFAULT_PLAYER_DAMAGE
GRENADE_DEFAULT_VEHICLE_DAMAGE
INVALID_GRENADE_ID
//death reason
WEAPON_SUFFOCATION
WEAPON_NAPALM
GRENADE_MAX_SPECIAL_WEAPON
GRENADE_SPECIAL_WEAPON_NONE
GRENADE_SPECIAL_WEAPON_GRENADE
GRENADE_SPECIAL_WEAPON_TEARGAS
GRENADE_SPECIAL_WEAPON_MOLTOV
GRENADE_EFFECT_NONE
GRENADE_EFFECT_CLUSTER_BOMB_1
GRENADE_EFFECT_CLUSTER_BOMB_2
GRENADE_EFFECT_CLUSTER_BOMB_3
GRENADE_EFFECT_CLUSTER_BOMB_4
GRENADE_EFFECT_BANG_GRENADE
GRENADE_EFFECT_SMALL_SMOKE
GRENADE_EFFECT_HUGE_SMOKE_1
GRENADE_EFFECT_HUGE_SMOKE_2
GRENADE_EFFECT_HUGE_SMOKE_3
GRENADE_EFFECT_NAPALM
Download:
ExtendedGrenade.inc
3DTryg.inc
ColAndreas Plugin
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| #hashtag |
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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 |
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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) |
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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 |
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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 |
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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 |
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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 |
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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 |
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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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