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omp_player.inc
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#if defined _INC_omp_player
#endinput
#endif
#define _INC_omp_player
/**
* <library name="omp_player" summary="open.mp player functions.">
* <license>
* This Source Code Form is subject to the terms of the Mozilla Public License,
* v. 2.0. If a copy of the MPL was not distributed with this file, You can
* obtain one at http://mozilla.org/MPL/2.0/.
*
* The original code is copyright (c) 2023, open.mp team and contributors.
* </license>
* <summary pawndoc="true">
* This library uses the enhanced <em>pawndoc.xsl</em> from
* <a href="https://github.com/pawn-lang/pawndoc">pawn-lang/pawndoc</a>.
* This XSL has features such as library and markdown support, and will not
* render this message when used.
* </summary>
* </library>
*/
/// <p/>
#pragma tabsize 4
/**
* <library>omp_player</library>
*/
#if defined MAX_PLAYERS
#if MAX_PLAYERS < 1 || MAX_PLAYERS > 1000
#error MAX_PLAYERS must be >= 1 and <= 1000
#endif
const __MAX_PLAYERS = MAX_PLAYERS;
#define __MAX_PLAYERS
#else
const MAX_PLAYERS = 1000;
#define MAX_PLAYERS 1000
#endif
/**
* <library>omp_player</library>
*/
#if defined MAX_PLAYER_NAME
#if MAX_PLAYER_NAME < 3 || MAX_PLAYER_NAME > 24
#error MAX_PLAYER_NAME must be >= 3 and <= 24
#endif
const __MAX_PLAYER_NAME = MAX_PLAYER_NAME;
#define __MAX_PLAYER_NAME
#else
const MAX_PLAYER_NAME = 24;
#define MAX_PLAYER_NAME 24
#endif
/**
* <library>omp_player</library>
*/
#if defined MAX_PLAYER_ATTACHED_OBJECTS
#if MAX_PLAYER_ATTACHED_OBJECTS < 1 || MAX_PLAYER_ATTACHED_OBJECTS > 10
#error MAX_PLAYER_ATTACHED_OBJECTS must be >= 1 and <= 10
#endif
const __MAX_PLAYER_ATTACHED_OBJECTS = MAX_PLAYER_ATTACHED_OBJECTS;
#define __MAX_PLAYER_ATTACHED_OBJECTS
#else
const MAX_PLAYER_ATTACHED_OBJECTS = 10;
#define MAX_PLAYER_ATTACHED_OBJECTS 10
#endif
/**
* <library>omp_player</library>
*/
#if defined MAX_CHATBUBBLE_LENGTH
#if MAX_CHATBUBBLE_LENGTH < 1 || MAX_CHATBUBBLE_LENGTH > 144
#error MAX_CHATBUBBLE_LENGTH must be >= 1 and <= 144
#endif
const __MAX_CHATBUBBLE_LENGTH = MAX_CHATBUBBLE_LENGTH;
#define __MAX_CHATBUBBLE_LENGTH
#else
const MAX_CHATBUBBLE_LENGTH = 144;
#define MAX_CHATBUBBLE_LENGTH 144
#endif
/**
* <library>omp_player</library>
*/
const NO_TEAM = 0xFF;
#define NO_TEAM 255
/**
* <library>omp_player</library>
*/
const INVALID_PLAYER_ID = 0xFFFF;
#define INVALID_PLAYER_ID 65535
/// <p/>
/**
* <library>omp_player</library>
* <summary>States</summary>
*/
#define PLAYER_STATE: __TAG(PLAYER_STATE):
enum PLAYER_STATE:__PLAYER_STATE
{
UNKNOWN_PLAYER_STATE = -1,
PLAYER_STATE_NONE,
PLAYER_STATE_ONFOOT,
PLAYER_STATE_DRIVER,
PLAYER_STATE_PASSENGER,
PLAYER_STATE_WASTED = 7,
PLAYER_STATE_SPAWNED,
PLAYER_STATE_SPECTATING
}
static stock PLAYER_STATE:_@PLAYER_STATE() { return __PLAYER_STATE; }
#define UNKNOWN_PLAYER_STATE (PLAYER_STATE:-1)
#define PLAYER_STATE_NONE (PLAYER_STATE:0)
#define PLAYER_STATE_ONFOOT (PLAYER_STATE:1)
#define PLAYER_STATE_DRIVER (PLAYER_STATE:2)
#define PLAYER_STATE_PASSENGER (PLAYER_STATE:3)
#define PLAYER_STATE_WASTED (PLAYER_STATE:7)
#define PLAYER_STATE_SPAWNED (PLAYER_STATE:8)
#define PLAYER_STATE_SPECTATING (PLAYER_STATE:9)
/**
* <library>omp_player</library>
* <summary>Used internally</summary>
*/
#pragma deprecated Used internally.
const PLAYER_STATE:PLAYER_STATE_EXIT_VEH = PLAYER_STATE:4;
#define PLAYER_STATE_EXIT_VEH (PLAYER_STATE:4)
/**
* <library>omp_player</library>
* <summary>Used internally</summary>
*/
#pragma deprecated Used internally.
const PLAYER_STATE:PLAYER_STATE_EXIT_VEHICLE = PLAYER_STATE:4;
#define PLAYER_STATE_EXIT_VEHICLE (PLAYER_STATE:4)
/**
* <library>omp_player</library>
* <summary>Used internally</summary>
*/
#pragma deprecated Used internally.
const PLAYER_STATE:PLAYER_STATE_ENTER_VEHICLE_DRV = PLAYER_STATE:5;
#define PLAYER_STATE_ENTER_VEHICLE_DRV (PLAYER_STATE:5)
/**
* <library>omp_player</library>
* <summary>Used internally</summary>
*/
#pragma deprecated Used internally.
#if __namemax > 31
const PLAYER_STATE:PLAYER_STATE_ENTER_VEHICLE_DRIVER = PLAYER_STATE:5;
#else
const __PLAYER_STATE_ENTER_VD = 0;
#endif
#define PLAYER_STATE_ENTER_VEHICLE_DRIVER (PLAYER_STATE:5)
/**
* <library>omp_player</library>
* <summary>Used internally</summary>
*/
#pragma deprecated Used internally.
const PLAYER_STATE:PLAYER_STATE_ENTER_VEHICLE_PASS = PLAYER_STATE:6;
#define PLAYER_STATE_ENTER_VEHICLE_PASS (PLAYER_STATE:6)
/**
* <library>omp_player</library>
* <summary>Used internally</summary>
*/
#pragma deprecated Used internally.
#if __namemax > 31
const PLAYER_STATE:PLAYER_STATE_ENTER_VEHICLE_PASSENGER = PLAYER_STATE:6;
#else
const __PLAYER_STATE_ENTER_VP = 0;
#endif
#define PLAYER_STATE_ENTER_VEHICLE_PASSENGER (PLAYER_STATE:6)
/// <p/>
/**
* <library>omp_player</library>
*/
#define SPECIAL_ACTION: __TAG(SPECIAL_ACTION):
enum SPECIAL_ACTION:__SPECIAL_ACTION
{
UNKNOWN_SPECIAL_ACTION = -1,
SPECIAL_ACTION_NONE,
SPECIAL_ACTION_DUCK,
SPECIAL_ACTION_USEJETPACK,
SPECIAL_ACTION_ENTER_VEHICLE,
SPECIAL_ACTION_EXIT_VEHICLE,
SPECIAL_ACTION_DANCE1,
SPECIAL_ACTION_DANCE2,
SPECIAL_ACTION_DANCE3,
SPECIAL_ACTION_DANCE4,
SPECIAL_ACTION_HANDSUP = 10,
SPECIAL_ACTION_USECELLPHONE,
SPECIAL_ACTION_SITTING,
SPECIAL_ACTION_STOPUSECELLPHONE,
SPECIAL_ACTION_DRINK_BEER = 20,
SPECIAL_ACTION_SMOKE_CIGGY,
SPECIAL_ACTION_DRINK_WINE,
SPECIAL_ACTION_DRINK_SPRUNK,
SPECIAL_ACTION_CUFFED,
SPECIAL_ACTION_CARRY,
SPECIAL_ACTION_PISSING = 68
}
static stock SPECIAL_ACTION:_@SPECIAL_ACTION() { return __SPECIAL_ACTION; }
#define UNKNOWN_SPECIAL_ACTION (SPECIAL_ACTION:-1)
#define SPECIAL_ACTION_NONE (SPECIAL_ACTION:0)
#define SPECIAL_ACTION_DUCK (SPECIAL_ACTION:1)
#define SPECIAL_ACTION_USEJETPACK (SPECIAL_ACTION:2)
#define SPECIAL_ACTION_ENTER_VEHICLE (SPECIAL_ACTION:3)
#define SPECIAL_ACTION_EXIT_VEHICLE (SPECIAL_ACTION:4)
#define SPECIAL_ACTION_DANCE1 (SPECIAL_ACTION:5)
#define SPECIAL_ACTION_DANCE2 (SPECIAL_ACTION:6)
#define SPECIAL_ACTION_DANCE3 (SPECIAL_ACTION:7)
#define SPECIAL_ACTION_DANCE4 (SPECIAL_ACTION:8)
#define SPECIAL_ACTION_HANDSUP (SPECIAL_ACTION:10)
#define SPECIAL_ACTION_USECELLPHONE (SPECIAL_ACTION:11)
#define SPECIAL_ACTION_SITTING (SPECIAL_ACTION:12)
#define SPECIAL_ACTION_STOPUSECELLPHONE (SPECIAL_ACTION:13)
#define SPECIAL_ACTION_DRINK_BEER (SPECIAL_ACTION:20)
#define SPECIAL_ACTION_SMOKE_CIGGY (SPECIAL_ACTION:21)
#define SPECIAL_ACTION_DRINK_WINE (SPECIAL_ACTION:22)
#define SPECIAL_ACTION_DRINK_SPRUNK (SPECIAL_ACTION:23)
#define SPECIAL_ACTION_CUFFED (SPECIAL_ACTION:24)
#define SPECIAL_ACTION_CARRY (SPECIAL_ACTION:25)
#define SPECIAL_ACTION_PISSING (SPECIAL_ACTION:68)
/// <p/>
/**
* <library>omp_player</library>
*/
#define FIGHT_STYLE: __TAG(FIGHT_STYLE):
enum FIGHT_STYLE:MAX_FIGHT_STYLES
{
UNKNOWN_FIGHT_STYLE = -1,
FIGHT_STYLE_NORMAL = 4,
FIGHT_STYLE_BOXING,
FIGHT_STYLE_KUNGFU,
FIGHT_STYLE_KNEEHEAD,
FIGHT_STYLE_GRABKICK = 15,
FIGHT_STYLE_ELBOW
}
static stock FIGHT_STYLE:_@FIGHT_STYLE() { return MAX_FIGHT_STYLES; }
#define UNKNOWN_FIGHT_STYLE (FIGHT_STYLE:-1)
#define FIGHT_STYLE_NORMAL (FIGHT_STYLE:4)
#define FIGHT_STYLE_BOXING (FIGHT_STYLE:5)
#define FIGHT_STYLE_KUNGFU (FIGHT_STYLE:6)
#define FIGHT_STYLE_KNEEHEAD (FIGHT_STYLE:7)
#define FIGHT_STYLE_GRABKICK (FIGHT_STYLE:15)
#define FIGHT_STYLE_ELBOW (FIGHT_STYLE:16)
/// <p/>
/**
* <library>omp_player</library>
*/
#define WEAPONSKILL: __TAG(WEAPONSKILL):
enum WEAPONSKILL:MAX_WEAPONSKILLS
{
UNKNOWN_WEAPONSKILL = -1,
WEAPONSKILL_PISTOL,
WEAPONSKILL_PISTOL_SILENCED,
WEAPONSKILL_DESERT_EAGLE,
WEAPONSKILL_SHOTGUN,
WEAPONSKILL_SAWNOFF_SHOTGUN,
WEAPONSKILL_SPAS12_SHOTGUN,
WEAPONSKILL_MICRO_UZI,
WEAPONSKILL_MP5,
WEAPONSKILL_AK47,
WEAPONSKILL_M4,
WEAPONSKILL_SNIPERRIFLE
}
static stock WEAPONSKILL:_@WEAPONSKILL() { return MAX_WEAPONSKILLS; }
#define UNKNOWN_WEAPONSKILL (WEAPONSKILL:-1)
#define WEAPONSKILL_PISTOL (WEAPONSKILL:0)
#define WEAPONSKILL_PISTOL_SILENCED (WEAPONSKILL:1)
#define WEAPONSKILL_DESERT_EAGLE (WEAPONSKILL:2)
#define WEAPONSKILL_SHOTGUN (WEAPONSKILL:3)
#define WEAPONSKILL_SAWNOFF_SHOTGUN (WEAPONSKILL:4)
#define WEAPONSKILL_SPAS12_SHOTGUN (WEAPONSKILL:5)
#define WEAPONSKILL_MICRO_UZI (WEAPONSKILL:6)
#define WEAPONSKILL_MP5 (WEAPONSKILL:7)
#define WEAPONSKILL_AK47 (WEAPONSKILL:8)
#define WEAPONSKILL_M4 (WEAPONSKILL:9)
#define WEAPONSKILL_SNIPERRIFLE (WEAPONSKILL:10)
/// <p/>
/**
* <library>omp_player</library>
*/
#define WEAPONSTATE: __TAG(WEAPONSTATE):
enum WEAPONSTATE:__WEAPONSTATE
{
UNKNOWN_WEAPONSTATE = -1,
WEAPONSTATE_UNKNOWN = UNKNOWN_WEAPONSTATE,
WEAPONSTATE_NO_BULLETS,
WEAPONSTATE_LAST_BULLET,
WEAPONSTATE_MORE_BULLETS,
WEAPONSTATE_RELOADING
}
static stock WEAPONSTATE:_@WEAPONSTATE() { return __WEAPONSTATE; }
#define UNKNOWN_WEAPONSTATE (WEAPONSTATE:-1)
#define WEAPONSTATE_NO_BULLETS (WEAPONSTATE:0)
#define WEAPONSTATE_LAST_BULLET (WEAPONSTATE:1)
#define WEAPONSTATE_MORE_BULLETS (WEAPONSTATE:2)
#define WEAPONSTATE_RELOADING (WEAPONSTATE:3)
#define WEAPONSTATE_UNKNOWN UNKNOWN_WEAPONSTATE
/// <p/>
/**
* <library>omp_player</library>
* <summary>Keys</summary>
*/
#define KEY: __TAG(KEY):
enum KEY:__KEY (<<= 1)
{
UNKNOWN_KEY = -1,
KEY_NONE = 0,
KEY_ACTION = 1,
KEY_CROUCH,
KEY_FIRE,
KEY_SPRINT,
KEY_SECONDARY_ATTACK,
KEY_JUMP,
KEY_LOOK_RIGHT,
KEY_HANDBRAKE,
KEY_AIM = KEY_HANDBRAKE,
KEY_LOOK_LEFT,
KEY_SUBMISSION,
KEY_LOOK_BEHIND = KEY_SUBMISSION,
KEY_WALK,
KEY_ANALOG_UP,
KEY_ANALOG_DOWN,
KEY_ANALOG_LEFT,
KEY_ANALOG_RIGHT,
KEY_YES = 65536,
KEY_NO,
KEY_CTRL_BACK,
KEY_UP = -128,
KEY_DOWN = 128,
KEY_LEFT = -128,
KEY_RIGHT = 128
}
static stock KEY:_@KEY() { return __KEY; }
#define UNKNOWN_KEY (KEY:-1)
#define KEY_NONE (KEY:0x00000000)
#define KEY_ACTION (KEY:0x00000001)
#define KEY_CROUCH (KEY:0x00000002)
#define KEY_FIRE (KEY:0x00000004)
#define KEY_SPRINT (KEY:0x00000008)
#define KEY_SECONDARY_ATTACK (KEY:0x00000010)
#define KEY_JUMP (KEY:0x00000020)
#define KEY_LOOK_RIGHT (KEY:0x00000040)
#define KEY_HANDBRAKE (KEY:0x00000080)
#define KEY_AIM (KEY:0x00000080)
#define KEY_LOOK_LEFT (KEY:0x00000100)
#define KEY_SUBMISSION (KEY:0x00000200)
#define KEY_LOOK_BEHIND (KEY:0x00000200)
#define KEY_WALK (KEY:0x00000400)
#define KEY_ANALOG_UP (KEY:0x00000800)
#define KEY_ANALOG_DOWN (KEY:0x00001000)
#define KEY_ANALOG_LEFT (KEY:0x00002000)
#define KEY_ANALOG_RIGHT (KEY:0x00004000)
#define KEY_YES (KEY:0x00010000)
#define KEY_NO (KEY:0x00020000)
#define KEY_CTRL_BACK (KEY:0x00040000)
// Untagged.
#define KEY_UP (-128)
#define KEY_DOWN (128)
#define KEY_LEFT (-128)
#define KEY_RIGHT (128)
/// <p/>
/**
* <library>omp_player</library>
*/
#define CAM_MOVE: __TAG(CAM_MOVE):
enum CAM_MOVE:__CAMERA
{
UNKNOWN_CAM_MOVE = -1,
CAMERA_MOVE = 1,
CAMERA_CUT
}
static stock CAMERA_MOVE:_@CAMERA_MOVE() { return __CAMERA_MOVE; }
#define UNKNOWN_CAM_MOVE (CAM_MOVE:-1)
#define CAMERA_MOVE (CAM_MOVE:1)
#define CAMERA_CUT (CAM_MOVE:2)
/// <p/>
/**
* <library>omp_player</library>
*/
#define CAM_MODE: __TAG(CAM_MODE):
enum CAM_MODE:__CAM_MODE
{
UNKNOWN_CAM_MODE = -1,
CAM_MODE_DISCONNECTED = -1,
CAM_MODE_NONE = 0,
CAM_MODE_BEHINDCAR = 3,
CAM_MODE_FOLLOWPED = 4,
CAM_MODE_SNIPER = 7,
CAM_MODE_ROCKETLAUNCHER = 8,
CAM_MODE_FIXED = 15,
CAM_MODE_1STPERSON = 16,
CAM_MODE_CAM_ON_A_STRING = 18,
CAM_MODE_BEHINDBOAT = 22,
CAM_MODE_CAMERA = 46,
CAM_MODE_ROCKETLAUNCHER_HS = 51,
CAM_MODE_AIMWEAPON = 53,
CAM_MODE_AIMWEAPON_FROMCAR = 55,
CAM_MODE_DW_HELI_CHASE = 56
}
static stock CAM_MODE:_@CAM_MODE() { return __CAM_MODE; }
#define UNKNOWN_CAM_MODE (CAM_MODE:-1)
#define CAM_MODE_DISCONNECTED (CAM_MODE:-1)
#define CAM_MODE_NONE (CAM_MODE:0)
#define CAM_MODE_BEHINDCAR (CAM_MODE:3)
#define CAM_MODE_FOLLOWPED (CAM_MODE:4)
#define CAM_MODE_SNIPER (CAM_MODE:7)
#define CAM_MODE_ROCKETLAUNCHER (CAM_MODE:8)
#define CAM_MODE_FIXED (CAM_MODE:15)
#define CAM_MODE_1STPERSON (CAM_MODE:16)
#define CAM_MODE_CAM_ON_A_STRING (CAM_MODE:18)
#define CAM_MODE_BEHINDBOAT (CAM_MODE:22)
#define CAM_MODE_CAMERA (CAM_MODE:46)
#define CAM_MODE_ROCKETLAUNCHER_HS (CAM_MODE:51)
#define CAM_MODE_AIMWEAPON (CAM_MODE:53)
#define CAM_MODE_AIMWEAPON_FROMCAR (CAM_MODE:55)
#define CAM_MODE_DW_HELI_CHASE (CAM_MODE:56)
/// <p/>
/**
* <library>omp_player</library>
*/
#define MAPICON: __TAG(MAPICON):
enum MAPICON:__MAPICON
{
UNKNOWN_MAPICON = -1,
MAPICON_LOCAL, // Displays in the player's local area
MAPICON_GLOBAL, // Displays always
MAPICON_LOCAL_CHECKPOINT, // Displays in the player's local area and has a checkpoint marker
MAPICON_GLOBAL_CHECKPOINT // Displays always and has a checkpoint marker
}
static stock MAPICON:_@MAPICON() { return __MAPICON; }
#define UNKNOWN_MAPICON (MAPICON:-1)
#define MAPICON_LOCAL (MAPICON:0) // Displays in the player's local area.
#define MAPICON_GLOBAL (MAPICON:1) // Displays always.
#define MAPICON_LOCAL_CHECKPOINT (MAPICON:2) // Displays in the player's local area and has a checkpoint marker.
#define MAPICON_GLOBAL_CHECKPOINT (MAPICON:3) // Displays always and has a checkpoint marker.
/// <p/>
/**
* <library>omp_player</library>
* <summary>Spectating</summary>
*/
#define SPECTATE_MODE: __TAG(SPECTATE_MODE):
enum SPECTATE_MODE:__SPECTATE_MODE
{
UNKNOWN_SPECTATE_MODE = -1,
SPECTATE_MODE_NORMAL = 1,
SPECTATE_MODE_FIXED,
SPECTATE_MODE_SIDE
}
static stock SPECTATE_MODE:_@SPECTATE_MODE() { return __SPECTATE_MODE; }
#define UNKNOWN_SPECTATE_MODE (SPECTATE_MODE:-1)
#define SPECTATE_MODE_NORMAL (SPECTATE_MODE:1)
#define SPECTATE_MODE_FIXED (SPECTATE_MODE:2)
#define SPECTATE_MODE_SIDE (SPECTATE_MODE:3)
/// <p/>
/**
* <library>omp_player</library>
* <summary>Recording for NPC playback</summary>
*/
#define PLAYER_RECORDING_TYPE: __TAG(PLAYER_RECORDING_TYPE):
enum PLAYER_RECORDING_TYPE:__PLAYER_RECORDING_TYPE
{
UNKNOWN_PLAYER_RECORDING_TYPE = -1,
PLAYER_RECORDING_TYPE_NONE,
PLAYER_RECORDING_TYPE_DRIVER,
PLAYER_RECORDING_TYPE_ONFOOT
}
static stock PLAYER_RECORDING_TYPE:_@PLAYER_RECORDING_TYPE() { return __PLAYER_RECORDING_TYPE; }
#define UNKNOWN_PLAYER_RECORDING_TYPE (PLAYER_RECORDING_TYPE:-1)
#define PLAYER_RECORDING_TYPE_NONE (PLAYER_RECORDING_TYPE:0)
#define PLAYER_RECORDING_TYPE_DRIVER (PLAYER_RECORDING_TYPE:1)
#define PLAYER_RECORDING_TYPE_ONFOOT (PLAYER_RECORDING_TYPE:2)
/// <p/>
/**
* <library>omp_player</library>
*/
#define FORCE_SYNC: __TAG(FORCE_SYNC):
enum FORCE_SYNC:__FORCE_SYNC
{
UNKNOWN_FORCE_SYNC = -1,
//REMOVE_FROM_VEHICLES = 128, // Remove players from vehicles.
SYNC_NONE = 0, // Don't force sync to anyone else.
SYNC_ALL, // Sync to all streamed-in players.
SYNC_OTHER // Sync to all streamed-in players, except the player with the animation.
}
static stock FORCE_SYNC:_@FORCE_SYNC() { return __FORCE_SYNC; }
#define UNKNOWN_FORCE_SYNC (FORCE_SYNC:-1)
//#define REMOVE_FROM_VEHICLES (FORCE_SYNC:128) // Remove players from vehicles.
#define SYNC_NONE (FORCE_SYNC:0) // Don't force sync to anyone else.
#define SYNC_ALL (FORCE_SYNC:1) // Sync to all streamed-in players.
#define SYNC_OTHER (FORCE_SYNC:2) // Sync to all streamed-in players, except the player with the animation.
/// <p/>
/**
* <library>omp_player</library>
*/
#define CLICK_SOURCE: __TAG(CLICK_SOURCE):
enum CLICK_SOURCE:__CLICK_SOURCE
{
UNKNOWN_CLICK_SOURCE = -1,
CLICK_SOURCE_SCOREBOARD
}
static stock CLICK_SOURCE:_@CLICK_SOURCE() { return __CLICK_SOURCE; }
#define UNKNOWN_CLICK_SOURCE (CLICK_SOURCE:-1)
#define CLICK_SOURCE_SCOREBOARD (CLICK_SOURCE:0)
/// <p/>
/**
* <library>omp_player</library>
*/
#define BULLET_HIT_TYPE: __TAG(BULLET_HIT_TYPE):
enum BULLET_HIT_TYPE:__BULLET_HIT_TYPE
{
UNKNOWN_BULLET_HIT_TYPE = -1,
BULLET_HIT_TYPE_NONE,
BULLET_HIT_TYPE_PLAYER,
BULLET_HIT_TYPE_VEHICLE,
BULLET_HIT_TYPE_OBJECT,
BULLET_HIT_TYPE_PLAYER_OBJECT
}
static stock BULLET_HIT_TYPE:_@BULLET_HIT_TYPE() { return __BULLET_HIT_TYPE; }
#define UNKNOWN_BULLET_HIT_TYPE (BULLET_HIT_TYPE:-1)
#define BULLET_HIT_TYPE_NONE (BULLET_HIT_TYPE:0)
#define BULLET_HIT_TYPE_PLAYER (BULLET_HIT_TYPE:1)
#define BULLET_HIT_TYPE_VEHICLE (BULLET_HIT_TYPE:2)
#define BULLET_HIT_TYPE_OBJECT (BULLET_HIT_TYPE:3)
#define BULLET_HIT_TYPE_PLAYER_OBJECT (BULLET_HIT_TYPE:4)
/*
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88 `8b 88 "" `Y8 88 88 `8b d8' a8P_____88 I8[ ""
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*/
/*
native #World()
*/
/**
* <library>omp_player</library>
* <summary>Set a player's wanted level (6 brown stars under HUD).</summary>
* <param name="playerid">The ID of the player to set the wanted level of</param>
* <param name="level">The wanted level to set for the player (0-6)</param>
* <seealso name="GetPlayerWantedLevel" />
* <seealso name="PlayCrimeReportForPlayer" />
* <returns>
* <b><c>1</c></b>: The function executed successfully.<br />
* <b><c>0</c></b>: The function failed to execute. The player specified does not exist.
* </returns>
*/
native bool:SetPlayerWantedLevel(playerid, level);
/**
* <library>omp_player</library>
* <summary>Gets the wanted level of a player.</summary>
* <param name="playerid">The ID of the player that you want to get the wanted level of</param>
* <seealso name="SetPlayerWantedLevel" />
* <seealso name="PlayCrimeReportForPlayer" />
* <returns>The player's wanted level.</returns>
*/
native GetPlayerWantedLevel(playerid);
/**
* <library>omp_player</library>
* <summary>Set a player's weather.</summary>
* <param name="playerid">The ID of the player whose weather to set</param>
* <param name="weather">The <a href="https://www.open.mp/docs/scripting/resources/weatherid">weather</a> to set</param>
* <seealso name="SetWeather" />
* <seealso name="SetGravity" />
* <remarks>If <a href="#TogglePlayerClock">TogglePlayerClock</a> is enabled, weather will slowly change
* over time, instead of changing instantly.</remarks>
*/
native bool:SetPlayerWeather(playerid, weather);
/**
* <library>omp_player</library>
*/
native GetPlayerWeather(playerid);
/**
* <library>omp_player</library>
* <summary>Loads or unloads an interior script for a player (for example the ammunation menu).</summary>
* <param name="playerid">The ID of the player to load the interior script for</param>
* <param name="shopName">The shop script to load. Leave blank ("") to unload scripts</param>
* <seealso name="DisableInteriorEnterExits" />
* <seealso name="SetPlayerInterior" />
* <remarks>This function does not support casino scripts.</remarks>
* <remarks>
* <b>Shop names:</b><br />
* <ul>
* <li><b><c>"FDPIZA"</c></b> Pizza Stack</li>
* <li><b><c>"FDBURG"</c></b> Burger Shot</li>
* <li><b><c>"FDCHICK"</c></b>Cluckin' Bell</li>
* <li><b><c>"AMMUN1"</c></b> Ammunation 1</li>
* <li><b><c>"AMMUN2"</c></b> Ammunation 2</li>
* <li><b><c>"AMMUN3"</c></b> Ammunation 3</li>
* <li><b><c>"AMMUN4"</c></b> Ammunation 4</li>
* <li><b><c>"AMMUN5"</c></b> Ammunation 5</li>
* </ul>
* </remarks>
*/
native bool:SetPlayerShopName(playerid, const shopName[]);
/**
* <library>omp_player</library>
* <summary>Play an 'audio stream' for a player. Normal audio files also work (e.g. MP3).</summary>
* <param name="playerid">The ID of the player to play the audio for</param>
* <param name="url">The url to play. Valid formats are mp3 and ogg/vorbis. A link to a .pls (playlist)
* file will play that playlist</param>
* <param name="posX">The x position at which to play the audio. Has no effect unless usepos is set
* to 1 (optional=<b><c>0.0</c></b>)</param>
* <param name="posY">The y position at which to play the audio. Has no effect unless usepos is set
* to 1 (optional=<b><c>0.0</c></b>)</param>
* <param name="posZ">The z position at which to play the audio. Has no effect unless usepos is set
* to 1 (optional=<b><c>0.0</c></b>)</param>
* <param name="distance">The distance over which the audio will be heard. Has no effect unless usepos
* is set to 1 (optional=<b><c>50.0</c></b>)</param>
* <param name="usepos">Use the positions and distance specified. (optional=<b><c>0</c></b>)</param>
* <seealso name="StopAudioStreamForPlayer" />
* <seealso name="PlayerPlaySound" />
* <returns>
* <b><c>1</c></b>: The function executed successfully.<br />
* <b><c>0</c></b>: The function failed to execute. The player specified does not exist.
* </returns>
*/
native bool:PlayAudioStreamForPlayer(playerid, const url[], Float:posX = 0.0, Float:posY = 0.0, Float:posZ = 0.0, Float:distance = 50.0, bool:usepos = false);
/**
* <library>omp_player</library>
* <summary>Stops the current audio stream for a player.</summary>
* <param name="playerid">The player you want to stop the audio stream for</param>
* <seealso name="PlayAudioStreamForPlayer" />
* <seealso name="PlayerPlaySound" />
*/
native bool:StopAudioStreamForPlayer(playerid);
/**
* <library>omp_player</library>
* <summary>Creates an explosion that is only visible to a single player. This can be used to isolate
* explosions from other players or to make them only appear in specific
* <a href="https://www.open.mp/docs/scripting/functions/SetPlayerVirtualWorld">virtual
* worlds</a>.</summary>
* <param name="playerid">The ID of the player to create the explosion for</param>
* <param name="x">The x coordinate of the explosion</param>
* <param name="y">The y coordinate of the explosion</param>
* <param name="z">The z coordinate of the explosion</param>
* <param name="type">The explosion type</param>
* <param name="radius">The radius of the explosion</param>
* <seealso name="CreateExplosion" />
* <remarks>There is a limit as to how many explosions can be seen at once by a player. This is roughly
* 10.</remarks>
* <returns>This function always returns <b><c>1</c></b>, even if the function failed to excute (player
* doesn't exist, invalid radius, or invalid explosion type).</returns>
*/
native bool:CreateExplosionForPlayer(playerid, Float:x, Float:y, Float:z, type, Float:radius);
/**
* <library>omp_player</library>
* <summary>Sets the game time for a player. If a player's clock is enabled (<a href="#TogglePlayerClock">TogglePlayerClock</a>)
* the time displayed by it will update automatically.</summary>
* <param name="playerid">The ID of the player to set the game time of</param>
* <param name="hour">Hour to set (0-23)</param>
* <param name="minute">Minutes to set (0-59)</param>
* <seealso name="SetWorldTime" />
* <seealso name="GetPlayerTime" />
* <seealso name="TogglePlayerClock" />
* <remarks>Using this function under <a href="#OnPlayerConnect">OnPlayerConnect</a> doesn't work.</remarks>
* <returns>
* <b><c>1</c></b>: The function executed successfully.<br />
* <b><c>0</c></b>: The function failed to execute. The player specified does not exist.
* </returns>
*/
native bool:SetPlayerTime(playerid, hour, minute);
/**
* <library>omp_player</library>
* <summary>Get the player's current game time. Set by <a href="#SetWorldTime">SetWorldTime</a> or
* <a href="#SetPlayerTime">SetPlayerTime</a>, or by the game automatically if <a href="#TogglePlayerClock">TogglePlayerClock</a>
* is used.</summary>
* <param name="playerid">The ID of the player to get the game time of</param>
* <param name="hour">A variable in which to store the hour, passed by reference</param>
* <param name="minute">A variable in which to store the minutes, passed by reference</param>
* <seealso name="SetPlayerTime" />
* <seealso name="SetWorldTime" />
* <seealso name="TogglePlayerClock" />
* <returns>
* <b><c>1</c></b>: The function executed successfully.<br />
* <b><c>0</c></b>: The function failed to execute. The player specified does not exist.<br />
* </returns>
*/
native bool:GetPlayerTime(playerid, &hour, &minute);
/**
* <library>omp_player</library>
* <summary>Checks whether this player has their in-game clock enabled.</summary>
* <param name="playerid">The player whose clock you want to check</param>
* <remarks>Time is not synced with other players! Time can be synced using <a href="#SetPlayerTime">SetPlayerTime</a>.</remarks>
* <remarks>Time will automatically advance 6 hours when the player dies.</remarks>
* <returns>
* <b><c>1</c></b>: The clock is enabled.<br />
* <b><c>0</c></b>: The clock isn't enabled, or the specified player does not exist.
* </returns>
*/
native bool:PlayerHasClockEnabled(playerid);
/**
* <library>omp_player</library>
* <summary>Toggle the in-game clock (top-right corner) for a specific player. When this is enabled,
* time will progress at 1 minute per second. Weather will also interpolate (slowly change over time)
* when set using <a href="#SetWeather">SetWeather</a>/<a href="#SetPlayerWeather">SetPlayerWeather</a>.</summary>
* <param name="playerid">The player whose clock you want to enable/disable</param>
* <param name="toggle"><b><c>1</c></b> to show and <b><c>0</c></b> to hide. Hidden by default</param>
* <remarks>Time is not synced with other players! Time can be synced using <a href="#SetPlayerTime">SetPlayerTime</a>.</remarks>
* <remarks>Time will automatically advance 6 hours when the player dies.</remarks>
* <returns>
* <b><c>1</c></b>: The function executed successfully.<br />
* <b><c>0</c></b>: The function failed to execute. The specified player does not exist.
* </returns>
*/
native bool:TogglePlayerClock(playerid, bool:toggle);
/**
* <library>omp_player</library>
* <summary>Plays the specified sound for a player.</summary>
* <param name="playerid">The ID of the player for whom to play the sound</param>
* <param name="soundid">The sound to play</param>
* <param name="x">x coordinate for the sound to play at. (<b><c>optional=0.0</c></b>)</param>
* <param name="y">y coordinate for the sound to play at. (<b><c>optional=0.0</c></b>)</param>
* <param name="z">z coordinate for the sound to play at. (<b><c>optional=0.0</c></b>)</param>
* <seealso name="PlayCrimeReportForPlayer" />
* <seealso name="PlayAudioStreamForPlayer" />
* <seealso name="StopAudioStreamForPlayer" />
* <remarks>Only use the coordinates if you want the sound to be played at a certain position. By
* default, the sound will be played with no position at a certain position.</remarks>
* <returns>
* <b><c>1</c></b>: The function executed successfully.<br />
* <b><c>0</c></b>: The function failed to execute. This means the player is not connected.
* </returns>
*/
native bool:PlayerPlaySound(playerid, soundid, Float:x = 0.0, Float:y = 0.0, Float:z = 0.0);
/**
* <library>omp_player</library>
* <summary>Set the world boundaries for a player. Players can not go out of the boundaries (they will
* be pushed back in).</summary>
* <param name="playerid">The ID of the player to set the world boundaries of</param>
* <param name="maxX">The maximum x coordinate the player can go to</param>
* <param name="minX">The minimum x coordinate the player can go to</param>
* <param name="maxY">The maximum y coordinate the player can go to</param>
* <param name="minY">The minimum y coordinate the player can go to</param>
* <seealso name="GangZoneCreate" />
* <remarks>This function does not work if used in <a href="#OnPlayerConnect">OnPlayerConnect</a></remarks>
* <remarks>A player's world boundaries can be reset by setting them to <b><c>20000.0</c></b>, <b><c>-20000.0</c></b>,
* <b><c>20000.0</c></b>, <b><c>-20000.0</c></b>. These are the default values.</remarks>
* <remarks>This function doesn't work in interiors!</remarks>
*/
native bool:SetPlayerWorldBounds(playerid, Float:maxX, Float:minX, Float:maxY, Float:minY);
/**
* <library>omp_player</library>
*/
native bool:ClearPlayerWorldBounds(playerid);
/**
* <library>omp_player</library>
*/
native bool:GetPlayerWorldBounds(playerid, &Float:maxX, &Float:minX, &Float:maxY, &Float:minY);
/**
* <library>omp_player</library>
* <summary>Removes a standard San Andreas model for a single player within a specified range.</summary>
* <param name="playerid">The ID of the player to remove the objects for</param>
* <param name="modelid">The model to remove</param>
* <param name="centerX">The x coordinate around which the objects will be removed</param>
* <param name="centerY">The y coordinate around which the objects will be removed</param>
* <param name="centerZ">The z coordinate around which the objects will be removed</param>
* <param name="radius">The radius around the specified point to remove objects with the specified model</param>
* <seealso name="DestroyObject" />
* <seealso name="DestroyPlayerObject" />
* <remarks>There appears to be a limit of around <b><c>1000</c></b> lines/objects. There is no workaround.
* </remarks>
* <remarks>When removing the same object for a player, they will crash. Commonly, players crash when
* reconnecting to the server because the server removes buildings on <a href="#OnPlayerConnect">OnPlayerConnect</a>.
* </remarks>
* <remarks>You can use <b><c>-1</c></b> for the modelid to remove all objects
* within the specified radius.</remarks>
*/
native bool:RemoveBuildingForPlayer(playerid, modelid, Float:centerX, Float:centerY, Float:centerZ, Float:radius);
/**
* <library>omp_player</library>
*/
native GetPlayerBuildingsRemoved(playerid);
/**
* <library>omp_player</library>
* <summary>Removes a map icon that was set earlier for a player using <a href="#SetPlayerMapIcon">SetPlayerMapIcon</a>.</summary>
* <param name="playerid">The ID of the player whose icon to remove</param>
* <param name="iconid">The ID of the icon to remove. This is the second parameter of
* <a href="#SetPlayerMapIcon">SetPlayerMapIcon</a></param>
* <seealso name="SetPlayerMapIcon" />
* <returns>
* <b><c>1</c></b>: The function executed successfully.<br />
* <b><c>0</c></b>: The function failed to execute.
* </returns>
*/
native bool:RemovePlayerMapIcon(playerid, iconid);
/**
* <library>omp_player</library>
* <summary>Place an icon/marker on a player's map. Can be used to mark locations such as banks and
* hospitals to players.</summary>
* <param name="playerid">The ID of the player to set the map icon for</param>
* <param name="iconid">The player's icon ID, ranging from <b><c>0</c></b> to <b><c>99</c></b>. This
* means there is a maximum of <b><c>100</c></b> map icons. ID can be used in <a href="#RemovePlayerMapIcon">RemovePlayerMapIcon</a></param>
* <param name="x">The x coordinate to place the map icon at</param>
* <param name="y">The y coordinate to place the map icon at</param>
* <param name="z">The z coordinate to place the map icon at</param>
* <param name="markerType">The icon to set</param>
* <param name="colour">The colour of the icon (<b>RGBA</b>). This should only be used with the square
* icon (ID: <b><c>0</c></b>)</param>
* <param name="style">The style of icon (optional=<b><c>MAPICON_LOCAL</c></b>)</param>
* <seealso name="RemovePlayerMapIcon" />
* <seealso name="SetPlayerMarkerForPlayer" />
* <remarks>If you use an invalid marker type, it will create ID <b><c>1</c></b> (White Square). </remarks>
* <remarks>If you use an icon ID that is already in use, it will replace the current map icon using
* that ID. </remarks>
* <remarks>Marker type <b><c>1</c></b> (square), <b><c>2</c></b> (player blip), <b><c>4</c></b> (north),
* and <b><c>56</c></b> (single airstrip blip) will cause your game to crash if you have map legends
* enabled while viewing the map.</remarks>
* <remarks>
* <b>Map icon styles:</b><br />
* <ul>
* <li><b><c>0 MAPICON_LOCAL</c></b> - close proximity only</li>
* <li><b><c>1 MAPICON_GLOBAL</c></b> - show on radar edge as long as in range</li>
* <li><b><c>2 MAPICON_LOCAL_CHECKPOINT</c></b> - Close proximity only (with checkpoint)</li>
* <li><b><c>3 MAPICON_GLOBAL_CHECKPOINT</c></b> - Show on radar edge as long as in range (with
* checkpoint)</li>
* </ul>
* </remarks>
* <returns>
* <b><c>1</c></b>: The function executed successfully.<br />
* <b><c>0</c></b>: The function failed to execute. Player is not connected.
* </returns>
*/
native bool:SetPlayerMapIcon(playerid, iconid, Float:x, Float:y, Float:z, markerType, colour, MAPICON:style = MAPICON_LOCAL);
/**
* <library>omp_player</library>
* <summary>Toggle stunt bonuses for a player. Enabled by default.</summary>
* <param name="playerid">The ID of the player to toggle stunt bonuses for</param>
* <param name="enable"><b><c>1</c></b> to enable stunt bonuses and <b><c>0</c></b> to disable them</param>
* <seealso name="EnableStuntBonusForAll" />
* <returns>
* <b><c>1</c></b>: The function executed successfully.<br />
* <b><c>0</c></b>: The function failed to execute. The player is not connected.
* </returns>
*/
native bool:EnableStuntBonusForPlayer(playerid, bool:enable);
/**
* <library>omp_player</library>
* <summary>Checks if a player is in range of a point. This native function is faster than the PAWN
* implementation using distance formula.</summary>
* <param name="playerid">The ID of the player</param>
* <param name="range">The furthest distance the player can be from the point to be in range</param>
* <param name="x">The x coordinate of the point to check the range to</param>
* <param name="y">The y coordinate of the point to check the range to</param>
* <param name="z">The z coordinate of the point to check the range to</param>
* <seealso name="GetPlayerDistanceFromPoint" />
* <seealso name="GetVehicleDistanceFromPoint" />
* <seealso name="GetPlayerPos" />
* <returns><b><c>1</c></b> if the player is in range, <b><c>0</c></b> if not.</returns>
*/
native bool:IsPlayerInRangeOfPoint(playerid, Float:range, Float:x, Float:y, Float:z);
/**
* <library>omp_player</library>
* <summary>This function plays a crime report for a player - just like in single-player when CJ commits
* a crime.</summary>
* <param name="playerid">The ID of the player that will hear the crime report</param>
* <param name="suspectid">The ID of the suspect player whom will be described in the crime report</param>
* <param name="crime">The crime ID, which will be reported as a 10-code (i.e. 10-16 if 16 was passed
* as the crime)</param>
* <seealso name="PlayerPlaySound" />
* <remarks>
* <b>Crime list:</b><br />
* <ul>
* <li><b><c>3</c></b> 10-71 Advise nature of fire (size, type, contents of building)</li>
* <li><b><c>4</c></b> 10-47 Emergency road repairs needed</li>
* <li><b><c>5</c></b> 10-81 Breatherlizer Report</li>
* <li><b><c>6</c></b> 10-24 Assignment Completed</li>
* <li><b><c>7</c></b> 10-21 Call () by phone</li>
* <li><b><c>8</c></b> 10-21 Call () by phone</li>
* <li><b><c>9</c></b> 10-21 Call () by phone</li>
* <li><b><c>10</c></b> 10-17 Meet Complainant</li>
* <li><b><c>11</c></b> 10-81 Breatherlizer Report</li>
* <li><b><c>12</c></b> 10-91 Pick up prisoner/subject</li>
* <li><b><c>13</c></b> 10-28 Vehicle registration information</li>
* <li><b><c>14</c></b> 10-81 Breathalyzer</li>
* <li><b><c>15</c></b> 10-28 Vehicle registration information</li>
* <li><b><c>16</c></b> 10-91 Pick up prisoner/subject</li>
* <li><b><c>17</c></b> 10-34 Riot</li>
* <li><b><c>18</c></b> 10-37 (Investigate) suspicious vehicle</li>
* <li><b><c>19</c></b> 10-81 Breathalyzer</li>
* <li><b><c>21</c></b> 10-7 Out of service</li>
* <li><b><c>22</c></b> 10-7 Out of service </li>
* </ul>
* </remarks>
*/
native bool:PlayCrimeReportForPlayer(playerid, suspectid, crime);
/**
* <library>omp_player</library>
* <summary>Disables collisions between occupied vehicles for a player.</summary>
* <param name="playerid">The ID of the player for whom you want to disable collisions</param>
* <param name="disable"><b><c>1</c></b> to disable collisions, <b><c>0</c></b> to enable collisions</param>
* <returns>
* <b><c>1</c></b>: The function executed successfully.<br />
* <b><c>0</c></b>: The function failed to execute. The player specified does not exist.
* </returns>
*/
native bool:DisableRemoteVehicleCollisions(playerid, bool:disable);
/**
* <library>omp_player</library>
*/
native bool:SetPlayerGravity(playerid, Float:gravity);
/**
* <library>omp_player</library>
*/
native Float:GetPlayerGravity(playerid);
/*
native #Character()
*/
/**
* <library>omp_player</library>
* <summary>Sets the drunk level of a player which makes the player's camera sway and vehicles hard
* to control.</summary>
* <param name="playerid">The ID of the player to set the drunkenness of</param>
* <param name="level">The level of drunkenness to set</param>
* <seealso name="GetPlayerDrunkLevel" />
* <remarks>
* Players' drunk level will automatically decrease over time, based on their FPS (players with <b><c>50</c></b>
* FPS will lose <b><c>50</c></b> 'levels' per second. This is useful for determining a player's FPS!).<br
* />
* In <b>0.3a</b> the drunk level will decrement and stop at <b><c>2000</c></b>. In <b>0.3b+</b>
* the drunk level decrements to <b><c>0</c></b>)<br />
* Levels over <b><c>2000</c></b> make the player drunk (camera swaying and vehicles difficult to