Paste Description for GMCycle INC
Replace a_samp.inc with this.
- GMCycle INC
- Sunday, September 30th, 2007 at 11:15:21pm MDT
- /* SA:MP Functions
- *
- * (c) Copyright 2005-2006, SA:MP Team
- *
- */
- #if defined _samp_included
- #endinput
- #endif
- #define _samp_included
- #pragma library samp
- #pragma tabsize 4
- // Ignores warning 217 for properly indented PAWNO code
- // It's tab size is 4 and often uses 4 spaces instead, PAWNCC's is 8
- #include <core>
- #include <float>
- #include <string>
- #include <file>
- #include <time>
- #include <datagram>
- #include <a_players>
- #include <a_vehicles>
- #include <a_objects>
- #include <a_sampdb>
- // --------------------------------------------------
- // Natives
- // --------------------------------------------------
- // Util
- native print(const string[]);
- native printf(const format[], {Float,_}:...);
- native format(output[], len, const format[], {Float,_}:...);
- native SendClientMessage(playerid, color, const message[]);
- native SendClientMessageToAll(color, const message[]);
- native SendPlayerMessageToPlayer(playerid, senderid, const message[]);
- native SendPlayerMessageToAll(senderid, const message[]);
- native SendDeathMessage(killer,killee,weapon);
- native GameTextForAll(const string[],time,style);
- native GameTextForPlayer(playerid,const string[],time,style);
- native SetTimer(const funcname[], interval, repeating);
- native SetTimerEx(const funcname[], interval, repeating, const format[], {Float,_}:...);
- native KillTimer(timerid);
- native GetTickCount();
- native GetMaxPlayers();
- native LimitGlobalChatRadius(Float:chat_radius);
- native CallRemoteFunction(const function[], const format[], {Float,_}:...);
- native CallLocalFunction(const function[], const format[], {Float,_}:...);
- native Float:asin(Float:value);
- native Float:acos(Float:value);
- native Float:atan(Float:value);
- // Game
- native SetGameModeText(const string[]);
- native SetTeamCount(count);
- native AddPlayerClass(modelid, Float:spawn_x, Float:spawn_y, Float:spawn_z, Float:z_angle, weapon1, weapon1_ammo, weapon2, weapon2_ammo, weapon3, weapon3_ammo);
- native AddPlayerClassEx(teamid, modelid, Float:spawn_x, Float:spawn_y, Float:spawn_z, Float:z_angle, weapon1, weapon1_ammo, weapon2, weapon2_ammo, weapon3, weapon3_ammo);
- native AddStaticVehicle(modelid, Float:spawn_x, Float:spawn_y, Float:spawn_z, Float:z_angle, color1, color2);
- native AddStaticVehicleEx(modelid, Float:spawn_x, Float:spawn_y, Float:spawn_z, Float:z_angle, color1, color2, respawn_delay);
- native AddStaticPickup(model,type,Float:X,Float:Y,Float:Z);
- native CreatePickup(model, type, Float:X, Float:Y, Float:Z);
- native DestroyPickup(pickup);
- native ShowNameTags(show);
- native ShowPlayerMarkers(show);
- // GM Cycle Entry
- native r_GameModeExit() = GameModeExit;
- stock GameModeExit() CallRemoteFunction("GameModeExitEx", "");
- // GM Cycle Exit
- native SetWorldTime(hour);
- native GetWeaponName(weaponid, weapon[], len);
- native EnableTirePopping(enable);
- native AllowInteriorWeapons(allow);
- native SetWeather(weatherid);
- native SetGravity(Float:gravity);
- native AllowAdminTeleport(allow);
- native SetDeathDropAmount(amount);
- native CreateExplosion(Float:X, Float:Y, Float:Z, type, Float:Radius);
- native SetDisabledWeapons(...);
- native EnableZoneNames(enable);
- native UsePlayerPedAnims(); // Will cause the players to use CJ running/walking animations
- native DisableInteriorEnterExits(); // will disable all interior enter/exits in the game.
- native SetNameTagDrawDistance(Float:distance); // Distance at which nametags will start rendering on the client.
- // Admin
- native IsPlayerAdmin(playerid);
- native Kick(playerid);
- native Ban(playerid);
- native BanEx(playerid, const reason[]);
- native SendRconCommand(const command[]);
- native GetServerVarAsString(const varname[], buffer[], len);
- native GetServerVarAsInt(const varname[]);
- native GetServerVarAsBool(const varname[]);
- // Menu
- native Menu:CreateMenu(const title[], columns, Float:x, Float:y, Float:col1width, Float:col2width = 0.0);
- native DestroyMenu(Menu:menuid);
- native AddMenuItem(Menu:menuid, column, const menutext[]);
- native SetMenuColumnHeader(Menu:menuid, column, const columnheader[]);
- native ShowMenuForPlayer(Menu:menuid, playerid);
- native HideMenuForPlayer(Menu:menuid, playerid);
- native IsValidMenu(Menu:menuid);
- native DisableMenu(Menu:menuid);
- native DisableMenuRow(Menu:menuid, row);
- native Menu:GetPlayerMenu(playerid);
- // Text Draw
- native Text:TextDrawCreate(Float:x, Float:y, const text[]);
- native TextDrawDestroy(Text:text);
- native TextDrawLetterSize(Text:text, Float:x, Float:y);
- native TextDrawTextSize(Text:text, Float:x, Float:y);
- native TextDrawAlignment(Text:text, alignment);
- native TextDrawColor(Text:text, color);
- native TextDrawUseBox(Text:text, use);
- native TextDrawBoxColor(Text:text, color);
- native TextDrawSetShadow(Text:text, size);
- native TextDrawSetOutline(Text:text, size);
- native TextDrawBackgroundColor(Text:text, color);
- native TextDrawFont(Text:text, font);
- native TextDrawSetProportional(Text:text, set);
- native TextDrawShowForPlayer(playerid, Text:text);
- native TextDrawHideForPlayer(playerid, Text:text);
- native TextDrawShowForAll(Text:text);
- native TextDrawHideForAll(Text:text);
- // Gang Zones
- native GangZoneCreate(Float:minx, Float:miny, Float:maxx, Float:maxy);
- native GangZoneDestroy(zone);
- native GangZoneShowForPlayer(playerid, zone, color);
- native GangZoneShowForAll(zone, color);
- native GangZoneHideForPlayer(playerid, zone);
- native GangZoneHideForAll(zone);
- native GangZoneFlashForPlayer(playerid, zone, flashcolor);
- native GangZoneFlashForAll(zone, flashcolor);
- native GangZoneStopFlashForPlayer(playerid, zone);
- native GangZoneStopFlashForAll(zone);
- // --------------------------------------------------
- // Defines
- // --------------------------------------------------
- // States
- #define PLAYER_STATE_NONE 0
- #define PLAYER_STATE_ONFOOT 1
- #define PLAYER_STATE_DRIVER 2
- #define PLAYER_STATE_PASSENGER 3
- #define PLAYER_STATE_EXIT_VEHICLE 4 // (used internally)
- #define PLAYER_STATE_ENTER_VEHICLE_DRIVER 5 // (used internally)
- #define PLAYER_STATE_ENTER_VEHICLE_PASSENGER 6 // (used internally)
- #define PLAYER_STATE_WASTED 7
- #define PLAYER_STATE_SPAWNED 8
- #define PLAYER_STATE_SPECTATING 9
- // Misc
- #define MAX_PLAYER_NAME 24
- #define MAX_PLAYERS 200
- #define MAX_VEHICLES 700
- #define INVALID_PLAYER_ID 255
- #define INVALID_VEHICLE_ID 0xFFFF
- #define NO_TEAM 255
- #define MAX_OBJECTS 150
- #define INVALID_OBJECT_ID 255
- #define MAX_GANG_ZONES 1024
- #define MAX_TEXT_DRAWS 96
- #define MAX_MENUS 128
- #define INVALID_MENU 0xFF
- #define INVALID_TEXT_DRAW 0xFF
- #define INVALID_GANG_ZONE -1
- // Weapons
- #define WEAPON_BRASSKNUCKLE 1
- #define WEAPON_GOLFCLUB 2
- #define WEAPON_NITESTICK 3
- #define WEAPON_KNIFE 4
- #define WEAPON_BAT 5
- #define WEAPON_SHOVEL 6
- #define WEAPON_POOLSTICK 7
- #define WEAPON_KATANA 8
- #define WEAPON_CHAINSAW 9
- #define WEAPON_DILDO 10
- #define WEAPON_DILDO2 11
- #define WEAPON_VIBRATOR 12
- #define WEAPON_VIBRATOR2 13
- #define WEAPON_FLOWER 14
- #define WEAPON_CANE 15
- #define WEAPON_GRENADE 16
- #define WEAPON_TEARGAS 17
- #define WEAPON_MOLTOV 18
- #define WEAPON_COLT45 22
- #define WEAPON_SILENCED 23
- #define WEAPON_DEAGLE 24
- #define WEAPON_SHOTGUN 25
- #define WEAPON_SAWEDOFF 26
- #define WEAPON_SHOTGSPA 27
- #define WEAPON_UZI 28
- #define WEAPON_MP5 29
- #define WEAPON_AK47 30
- #define WEAPON_M4 31
- #define WEAPON_TEC9 32
- #define WEAPON_RIFLE 33
- #define WEAPON_SNIPER 34
- #define WEAPON_ROCKETLAUNCHER 35
- #define WEAPON_HEATSEEKER 36
- #define WEAPON_FLAMETHROWER 37
- #define WEAPON_MINIGUN 38
- #define WEAPON_SATCHEL 39
- #define WEAPON_BOMB 40
- #define WEAPON_SPRAYCAN 41
- #define WEAPON_FIREEXTINGUISHER 42
- #define WEAPON_CAMERA 43
- #define WEAPON_PARACHUTE 46
- #define WEAPON_VEHICLE 49
- #define WEAPON_DROWN 53
- #define WEAPON_COLLISION 54
- // Keys
- #define KEY_ACTION 1
- #define KEY_CROUCH 2
- #define KEY_FIRE 4
- #define KEY_SPRINT 8
- #define KEY_SECONDARY_ATTACK 16
- #define KEY_JUMP 32
- #define KEY_LOOK_RIGHT 64
- #define KEY_HANDBRAKE 128
- #define KEY_LOOK_LEFT 256
- #define KEY_SUBMISSION 512
- #define KEY_LOOK_BEHIND 512
- #define KEY_WALK 1024
- #define KEY_ANALOG_UP 2048
- #define KEY_ANALOG_DOWN 4096
- #define KEY_ANALOG_RIGHT 8192
- #define KEY_ANALOG_LEFT 16384
- #define KEY_UP -128
- #define KEY_DOWN 128
- #define KEY_LEFT -128
- #define KEY_RIGHT 128
- // --------------------------------------------------
- // Forwards (Callback declarations)
- // --------------------------------------------------
- forward OnGameModeInit();
- forward OnGameModeExit();
- forward OnFilterScriptInit();
- forward OnFilterScriptExit();
- forward OnPlayerConnect(playerid);
- forward OnPlayerDisconnect(playerid, reason);
- forward OnPlayerSpawn(playerid);
- forward OnPlayerDeath(playerid, killerid, reason);
- forward OnVehicleSpawn(vehicleid);
- forward OnVehicleDeath(vehicleid, killerid);
- forward OnPlayerText(playerid, text[]);
- forward OnPlayerCommandText(playerid, cmdtext[]);
- forward OnPlayerInfoChange(playerid);
- forward OnPlayerRequestClass(playerid, classid);
- forward OnPlayerEnterVehicle(playerid, vehicleid, ispassenger);
- forward OnPlayerExitVehicle(playerid, vehicleid);
- forward OnPlayerStateChange(playerid, newstate, oldstate);
- forward OnPlayerEnterCheckpoint(playerid);
- forward OnPlayerLeaveCheckpoint(playerid);
- forward OnPlayerEnterRaceCheckpoint(playerid);
- forward OnPlayerLeaveRaceCheckpoint(playerid);
- forward OnRconCommand(cmd[]);
- forward OnPlayerPrivmsg(playerid, recieverid, text[]);
- forward OnPlayerRequestSpawn(playerid);
- forward OnObjectMoved(objectid);
- forward OnPlayerObjectMoved(playerid, objectid);
- forward OnPlayerPickUpPickup(playerid, pickupid);
- forward OnVehicleMod(vehicleid, componentid);
- forward OnVehiclePaintjob(vehicleid, paintjobid);
- forward OnVehicleRespray(vehicleid, color1, color2);
- forward OnPlayerSelectedMenuRow(playerid, row);
- forward OnPlayerExitedMenu(playerid);
- forward OnPlayerInteriorChange(playerid, newinteriorid, oldinteriorid);
- forward OnPlayerKeyStateChange(playerid, newkeys, oldkeys);
- forward OnPlayerTeamPrivmsg(playerid, msg[]);
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