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[Include] a_players
LeoLivorno Дата: Воскресенье, 20.02.2011, 17:15 | Сообщение # 1
Рядовой
Группа: Проверенные
Зарегистрирован: 19.02.2011
Сообщений: 13
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Не менее важный инклуд a_players, отвечающий за действия с игроком.

Подключить его можно так:

Code
#include <a_players>

Содержимое инклюда:

Code
/*  SA-MP Player Functions
   *
   *  (c) Copyright 2005-2010, SA-MP Team
   *
   */

#if defined _players_included
   #endinput
#endif
#define _players_included
#pragma library players

#define SPECIAL_ACTION_NONE    0
#define SPECIAL_ACTION_DUCK    1
#define SPECIAL_ACTION_USEJETPACK  2
#define SPECIAL_ACTION_ENTER_VEHICLE    3
#define SPECIAL_ACTION_EXIT_VEHICLE     4
#define SPECIAL_ACTION_DANCE1   5
#define SPECIAL_ACTION_DANCE2   6
#define SPECIAL_ACTION_DANCE3   7
#define SPECIAL_ACTION_DANCE4   8
#define SPECIAL_ACTION_HANDSUP   10
#define SPECIAL_ACTION_USECELLPHONE  11
#define SPECIAL_ACTION_SITTING   12
#define SPECIAL_ACTION_STOPUSECELLPHONE 13
#define SPECIAL_ACTION_DRINK_BEER  20
#define SPECIAL_ACTION_SMOKE_CIGGY  21
#define SPECIAL_ACTION_DRINK_WINE  22
#define SPECIAL_ACTION_DRINK_SPRUNK  23

#define FIGHT_STYLE_NORMAL    4
#define FIGHT_STYLE_BOXING    5
#define FIGHT_STYLE_KUNGFU    6
#define FIGHT_STYLE_KNEEHEAD   7
#define FIGHT_STYLE_GRABKICK   15
#define FIGHT_STYLE_ELBOW    16

#define WEAPONSKILL_PISTOL     0
#define WEAPONSKILL_PISTOL_SILENCED  1
#define WEAPONSKILL_DESERT_EAGLE  2
#define WEAPONSKILL_SHOTGUN    3
#define WEAPONSKILL_SAWNOFF_SHOTGUN  4
#define WEAPONSKILL_SPAS12_SHOTGUN  5
#define WEAPONSKILL_MICRO_UZI   6
#define WEAPONSKILL_MP5     7
#define WEAPONSKILL_AK47    8
#define WEAPONSKILL_M4     9
#define WEAPONSKILL_SNIPERRIFLE   10

#define WEAPONSTATE_UNKNOWN    -1
#define WEAPONSTATE_NO_BULLETS   0
#define WEAPONSTATE_LAST_BULLET   1
#define WEAPONSTATE_MORE_BULLETS  2
#define WEAPONSTATE_RELOADING   3

// Player
native SetSpawnInfo(playerid, team, skin, Float:x, Float:y, Float:z, Float:rotation, weapon1, weapon1_ammo, weapon2, weapon2_ammo, weapon3, weapon3_ammo);
native SpawnPlayer(playerid);

// Player info
native SetPlayerPos(playerid, Float:x, Float:y, Float:z);
native SetPlayerPosFindZ(playerid, Float:x, Float:y, Float:z);
native GetPlayerPos(playerid, &Float:x, &Float:y, &Float:z);
native SetPlayerFacingAngle(playerid,Float:ang);
native GetPlayerFacingAngle(playerid,&Float:ang);
native IsPlayerInRangeOfPoint(playerid, Float:range, Float:x, Float:y, Float:z);
native IsPlayerStreamedIn(playerid, forplayerid);
native SetPlayerInterior(playerid,interiorid);
native GetPlayerInterior(playerid);
native SetPlayerHealth(playerid, Float:health);
native GetPlayerHealth(playerid, &Float:health);
native SetPlayerArmour(playerid, Float:armour);
native GetPlayerArmour(playerid, &Float:armour);
native SetPlayerAmmo(playerid, weaponslot, ammo);
native GetPlayerAmmo(playerid);
native GetPlayerWeaponState(playerid);
native SetPlayerTeam(playerid, teamid);
native GetPlayerTeam(playerid);
native SetPlayerScore(playerid,score);
native GetPlayerScore(playerid);
native GetPlayerDrunkLevel(playerid);
native SetPlayerDrunkLevel(playerid, level);
native SetPlayerColor(playerid,color);
native GetPlayerColor(playerid);
native SetPlayerSkin(playerid, skinid);
native GetPlayerSkin(playerid);
native GivePlayerWeapon(playerid, weaponid, ammo);
native ResetPlayerWeapons(playerid);
native SetPlayerArmedWeapon(playerid, weaponid);
native GetPlayerWeaponData(playerid, slot, &weapons, &ammo);
native GivePlayerMoney(playerid,money);
native ResetPlayerMoney(playerid);
native SetPlayerName(playerid, const name[]);
native GetPlayerMoney(playerid);
native GetPlayerState(playerid);
native GetPlayerIp(playerid, name[], len);
native GetPlayerPing(playerid);
native GetPlayerWeapon(playerid);
native GetPlayerKeys(playerid, &keys, &updown, &leftright);
native GetPlayerName(playerid, const name[], len);
native SetPlayerTime(playerid, hour, minute);
native GetPlayerTime(playerid, &hour, &minute);
native TogglePlayerClock(playerid, toggle);
native SetPlayerWeather(playerid, weather);
native ForceClassSelection(playerid);
native SetPlayerWantedLevel(playerid, level);
native GetPlayerWantedLevel(playerid);
native SetPlayerFightingStyle(playerid, style);
native GetPlayerFightingStyle(playerid);
native SetPlayerVelocity(playerid, Float:X, Float:Y, Float:Z);
native GetPlayerVelocity( playerid, &Float:X, &Float:Y, &Float:Z );
native PlayCrimeReportForPlayer(playerid, suspectid, crime);
native SetPlayerShopName(playerid, shopname[]);
native SetPlayerSkillLevel(playerid, skill, level);
native GetPlayerSurfingVehicleID(playerid);

// Attached to bone objects

#define MAX_PLAYER_ATTACHED_OBJECTS 5 // This is the number of attached indexes available ie 5 = 0-4

native SetPlayerAttachedObject(playerid, index, modelid, bone, Float:fOffsetX = 0.0, Float:fOffsetY = 0.0, Float:fOffsetZ = 0.0, Float:fRotX = 0.0, Float:fRotY = 0.0, Float:fRotZ = 0.0, Float:fScaleX = 1.0, Float:fScaleY = 1.0, Float:fScaleZ = 1.0);
native RemovePlayerAttachedObject(playerid, index);
native IsPlayerAttachedObjectSlotUsed(playerid, index);

// Per-player variable system (PVars)
native SetPVarInt(playerid, varname[], int_value);
native GetPVarInt(playerid, varname[]);
native SetPVarString(playerid, varname[], string_value[]);
native GetPVarString(playerid, varname[], string_return[], len);
native SetPVarFloat(playerid, varname[], Float:float_value);
native Float:GetPVarFloat(playerid, varname[]);
native DeletePVar(playerid, varname[]);

// PVar enumeration
#define PLAYER_VARTYPE_NONE   0
#define PLAYER_VARTYPE_INT   1
#define PLAYER_VARTYPE_STRING  2
#define PLAYER_VARTYPE_FLOAT  3

native GetPVarsUpperIndex(playerid);
native GetPVarNameAtIndex(playerid, index, ret_varname[], ret_len);
native GetPVarType(playerid, varname[]);

#define MAX_CHATBUBBLE_LENGTH 144
native SetPlayerChatBubble(playerid, text[], color, Float:drawdistance, expiretime);

// Player controls
native PutPlayerInVehicle(playerid, vehicleid, seatid);
native GetPlayerVehicleID(playerid);
native GetPlayerVehicleSeat(playerid);
native RemovePlayerFromVehicle(playerid);
native TogglePlayerControllable(playerid, toggle);
native PlayerPlaySound(playerid, soundid, Float:x, Float:y, Float:z);
native ApplyAnimation(playerid, animlib[], animname[], Float:fDelta, loop, lockx, locky, freeze, time, forcesync = 0);
native ClearAnimations(playerid, forcesync = 0);
native GetPlayerAnimationIndex(playerid); // return the index of any running applied animations (0 if none are running)
native GetAnimationName(index, animlib[], len1, animname[], len2); // get the animation lib/name for the index
native GetPlayerSpecialAction(playerid);
native SetPlayerSpecialAction(playerid,actionid);

// Player world/map related
native SetPlayerCheckpoint(playerid, Float:x, Float:y, Float:z, Float:size);
native DisablePlayerCheckpoint(playerid);
native SetPlayerRaceCheckpoint(playerid, type, Float:x, Float:y, Float:z, Float:nextx, Float:nexty, Float:nextz, Float:size);
native DisablePlayerRaceCheckpoint(playerid);
native SetPlayerWorldBounds(playerid,Float:x_max,Float:x_min,Float:y_max,Float:y_min);
native SetPlayerMarkerForPlayer(playerid, showplayerid, color);
native ShowPlayerNameTagForPlayer(playerid, showplayerid, show);

#define MAPICON_LOCAL     0 // displays in the player's local are
#define MAPICON_GLOBAL     1 // displays always
#define MAPICON_LOCAL_CHECKPOINT  2 // displays in the player's local area and has a checkpoint marker
#define MAPICON_GLOBAL_CHECKPOINT 3 // displays always and has a checkpoint marker

native SetPlayerMapIcon(playerid, iconid, Float:x, Float:y, Float:z, markertype, color, style = MAPICON_LOCAL);
native RemovePlayerMapIcon(playerid, iconid);

native AllowPlayerTeleport(playerid, allow);

// Player camera
native SetPlayerCameraPos(playerid,Float:x, Float:y, Float:z);
native SetPlayerCameraLookAt(playerid, Float:x, Float:y, Float:z);
native SetCameraBehindPlayer(playerid);
native GetPlayerCameraPos(playerid, &Float:x, &Float:y, &Float:z);
native GetPlayerCameraFrontVector(playerid, &Float:x, &Float:y, &Float:z);

// Player conditionals
native IsPlayerConnected(playerid);
native IsPlayerInVehicle(playerid, vehicleid);
native IsPlayerInAnyVehicle(playerid);
native IsPlayerInCheckpoint(playerid);
native IsPlayerInRaceCheckpoint(playerid);

// Virtual Worlds
native SetPlayerVirtualWorld(playerid, worldid);
native GetPlayerVirtualWorld(playerid);

// Insane Stunts
native EnableStuntBonusForPlayer(playerid, enable);
native EnableStuntBonusForAll(enable);

// Spectating
#define SPECTATE_MODE_NORMAL    1
#define SPECTATE_MODE_FIXED  2
#define SPECTATE_MODE_SIDE  3

native TogglePlayerSpectating(playerid, toggle);
native PlayerSpectatePlayer(playerid, targetplayerid, mode = SPECTATE_MODE_NORMAL);
native PlayerSpectateVehicle(playerid, targetvehicleid, mode = SPECTATE_MODE_NORMAL);

// Recording for NPC playback
#define PLAYER_RECORDING_TYPE_NONE  0
#define PLAYER_RECORDING_TYPE_DRIVER    1
#define PLAYER_RECORDING_TYPE_ONFOOT    2

native StartRecordingPlayerData(playerid, recordtype, recordname[]);
native StopRecordingPlayerData(playerid);
 
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