Welcome, Guest
You have to register before you can post on our site.

Username
  

Password
  





Search Forums



(Advanced Search)

Forum Statistics
» Members: 6,669
» Latest member: Sleepyhead
» Forum threads: 2,486
» Forum posts: 12,541

Full Statistics

Online Users
There are currently 179 online users.
» 0 Member(s) | 176 Guest(s)
Google, Bing, Yandex

Latest Threads
PawnPro 3.3.0 Released
Forum: Releases
Last Post: NullSablex
Today, 09:25 AM
» Replies: 0
» Views: 27
Introducing PST — A Commu...
Forum: Pawn Scripting
Last Post: Daniil Korochansky
Yesterday, 04:14 PM
» Replies: 0
» Views: 34
FCNPC for open.mp - the c...
Forum: Plugins
Last Post: MauroRisi
Yesterday, 12:28 AM
» Replies: 2
» Views: 165
omp_npc not working
Forum: Pawn Scripting
Last Post: MauroRisi
Yesterday, 12:13 AM
» Replies: 0
» Views: 30
[Release] Spawn — IDE for...
Forum: Programming
Last Post: Daniil Korochansky
2026-06-16, 05:41 AM
» Replies: 1
» Views: 93
discord unban appeal - pa...
Forum: Chat
Last Post: edgy
2026-06-15, 01:50 PM
» Replies: 1
» Views: 124
🎮 [91.134.166.72:5555] Jo...
Forum: Advertisements
Last Post: tokofridonashvili_01
2026-06-14, 05:39 PM
» Replies: 0
» Views: 63
Project San Andreas Rolep...
Forum: Advertisements
Last Post: Artysh
2026-06-14, 04:08 PM
» Replies: 0
» Views: 53
Qawno for macOS — native ...
Forum: Releases
Last Post: DrVandersexxx
2026-06-14, 09:57 AM
» Replies: 1
» Views: 128
Proiecte care asteapta Op...
Forum: Romanian/Română
Last Post: ionuzcostin
2026-06-13, 07:55 PM
» Replies: 14
» Views: 29,181

 
  ExtendedGrenade
Posted by: AbyssMorgan - 2021-04-18, 12:11 PM - Forum: Libraries - No Replies

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


  vnpc (Visible FCNPC HP Bar)
Posted by: AbyssMorgan - 2021-04-18, 12:02 PM - Forum: Libraries - Replies (6)

This include allowing to enable/disable FCNPC HP Nick Bars



Screen:

https://i.imgur.com/BEyhX5d.png



Functions:

Code:
ShowNPCInTabList(npcid);

HideNPCInTabList(npcid);



Issues:

- Sometimes, npc need respawn after visible toggling.



Notice:

- This function don't display an NPC on player list in SA:MP application.



Download:

vnpc.inc


  #hashtag
Posted by: AbyssMorgan - 2021-04-18, 12:00 PM - Forum: Libraries - Replies (1)

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


  BitFunctions
Posted by: AbyssMorgan - 2021-04-18, 11:54 AM - Forum: Libraries - No Replies

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


  LY (Unsigned Long)
Posted by: AbyssMorgan - 2021-04-18, 11:52 AM - Forum: Libraries - No Replies

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


  @mentiones
Posted by: AbyssMorgan - 2021-04-18, 08:02 AM - Forum: Libraries - Replies (4)

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


  RGB
Posted by: AbyssMorgan - 2021-04-18, 08:01 AM - Forum: Libraries - No Replies

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;


  DataConvert
Posted by: AbyssMorgan - 2021-04-18, 07:49 AM - Forum: Libraries - Replies (2)

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


  EVF
Posted by: AbyssMorgan - 2021-04-18, 07:41 AM - Forum: Libraries - Replies (1)

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


  StreamerFunction
Posted by: AbyssMorgan - 2021-04-18, 07:34 AM - Forum: Libraries - Replies (2)

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