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a_samp.inc
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/* SA-MP Functions
*
* (c) Copyright 2005-2015, 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_actor>
#include <a_sampdb>
// Limits and internal constants
#define MAX_PLAYER_NAME (24)
#define MAX_PLAYERS (1000)
#define MAX_VEHICLES (2000)
#define MAX_ACTORS (1000)
#define INVALID_PLAYER_ID (0xFFFF)
#define INVALID_VEHICLE_ID (0xFFFF)
#define INVALID_ACTOR_ID (0xFFFF)
#define NO_TEAM (255)
#define MAX_OBJECTS (1000)
#define INVALID_OBJECT_ID (0xFFFF)
#define MAX_GANG_ZONES (1024)
#define MAX_TEXT_DRAWS (2048)
#define MAX_PLAYER_TEXT_DRAWS (256)
#define MAX_MENUS (128)
#define MAX_3DTEXT_GLOBAL (1024)
#define MAX_3DTEXT_PLAYER (1024)
#define MAX_PICKUPS (4096)
#define INVALID_MENU (0xFF)
#define INVALID_TEXT_DRAW (0xFFFF)
#define INVALID_GANG_ZONE (-1)
#define INVALID_3DTEXT_ID (0xFFFF)
// --------------------------------------------------
// Natives
// --------------------------------------------------
// Util
/// <summary>Prints a string to the server console (not in-game chat) and logs (server_log.txt).</summary>
/// <param name="string">The string to print</param>
/// <seealso name="printf"/>
native print(const string[]);
/// <summary>Outputs a formatted string on the console (the server window, not the in-game chat).</summary>
/// <param name="format">The format string</param>
/// <param name="">Indefinite number of arguments of any tag</param>
/// <seealso name="print"/>
/// <seealso name="format"/>
/// <remarks>The format string or its output should not exceed 1024 characters. Anything beyond that length can lead to a server to crash.</remarks>
/// <remarks>This function doesn't support <a href="#strpack">packed</a> strings.</remarks>
/// <remarks>
/// <b>Format Specifiers:</b><p/>
/// <ul>
/// <li><b><c>%i</c></b> - integer (whole number)</li>
/// <li><b><c>%d</c></b> - integer (whole number).</li>
/// <li><b><c>%s</c></b> - string</li>
/// <li><b><c>%f</c></b> - floating-point number (Float: tag)</li>
/// <li><b><c>%c</c></b> - ASCII character</li>
/// <li><b><c>%x</c></b> - hexadecimal number</li>
/// <li><b><c>%b</c></b> - binary number</li>
/// <li><b><c>%%</c></b> - literal <b><c>%</c></b></li>
/// <li><b><c>%q</c></b> - escape a text for SQLite. (Added in <b>0.3.7 R2</b>)</li>
/// </ul>
/// </remarks>
/// <remarks>The values for the placeholders follow in the exact same order as parameters in the call. For example, <b><c>"I am %i years old"</c></b> - the <b><c>%i</c></b> will be replaced with an Integer variable, which is the person's age.</remarks>
/// <remarks>You may optionally put a number between the <b><c>%</c></b> and the letter of the placeholder code. This number indicates the field width; if the size of the parameter to print at the position of the placeholder is smaller than the field width, the field is expanded with spaces. Add a <b><c>0</c></b> before the number to pad using zeros.</remarks>
/// <remarks>To cut the number of decimal places beeing shown of a float, you can add <b><c>.<max number></c></b> between the <b><c>%</c></b> and the <b><c>f</c></b>. (example: <b><c>%.2f</c></b>) (this also works on strings)</remarks>
/// <remarks>The padding and cutoff amount can be specified in the arguments if you write a <b><c>*</c></b> in its place.</remarks>
native printf(const format[], {Float,_}:...);
/// <summary>Formats a string to include variables and other strings inside it.</summary>
/// <param name="output">The string to output the result to</param>
/// <param name="len">The maximum length output can contain</param>
/// <param name="format">The format string</param>
/// <param name="">Indefinite number of arguments of any tag</param>
/// <seealso name="print"/>
/// <seealso name="printf"/>
/// <remarks>This function doesn't support <a href="#strpack">packed strings</a>.</remarks>
/// <remarks>
/// <b>Format Specifiers:</b><p/>
/// <ul>
/// <li><b><c>%i</c></b> - integer (whole number)</li>
/// <li><b><c>%d</c></b> - integer (whole number).</li>
/// <li><b><c>%s</c></b> - string</li>
/// <li><b><c>%f</c></b> - floating-point number (Float: tag)</li>
/// <li><b><c>%c</c></b> - ASCII character</li>
/// <li><b><c>%x</c></b> - hexadecimal number</li>
/// <li><b><c>%b</c></b> - binary number</li>
/// <li><b><c>%%</c></b> - literal <b><c>%</c></b></li>
/// <li><b><c>%q</c></b> - escape a text for SQLite. (Added in <b>0.3.7 R2</b>)</li>
/// </ul>
/// </remarks>
/// <remarks>The values for the placeholders follow in the exact same order as parameters in the call. For example, <b><c>"I am %i years old"</c></b> - the <b><c>%i</c></b> will be replaced with an Integer variable, which is the person's age.</remarks>
/// <remarks>You may optionally put a number between the <b><c>%</c></b> and the letter of the placeholder code. This number indicates the field width; if the size of the parameter to print at the position of the placeholder is smaller than the field width, the field is expanded with spaces. Add a <b><c>0</c></b> before the number to pad using zeros.</remarks>
/// <remarks>To cut the number of decimal places beeing shown of a float, you can add <b><c>.<max number></c></b> between the <b><c>%</c></b> and the <b><c>f</c></b>. (example: <b><c>%.2f</c></b>) (this also works on strings)</remarks>
/// <remarks>The padding and cutoff amount can be specified in the arguments if you write a <b><c>*</c></b> in its place.</remarks>
native format(output[], len, const format[], {Float,_}:...);
/// <summary>This function sends a message to a specific player with a chosen color in the chat. The whole line in the chatbox will be in the set color unless color embedding is used (since <b><c>0.3c</c></b>).</summary>
/// <param name="playerid">The ID of the player to display the message to</param>
/// <param name="color">The color of the message (<b>RGBA</b>)</param>
/// <param name="message">The text that will be displayed <b>(max 144 characters)</b></param>
/// <seealso name="SendClientMessageToAll"/>
/// <seealso name="SendPlayerMessageToPlayer"/>
/// <seealso name="SendPlayerMessageToAll"/>
/// <remarks>If a message is longer than 144 characters, it will not be sent. Truncation can be used to prevent this. Displaying a message on multiple lines will also solve this issue. </remarks>
/// <remarks>Avoid using the percent sign (or format specifiers) in the actual message text without properly escaping it (like <b><c>%%</c></b>). It will result in crashes otherwise. </remarks>
/// <remarks>You can use color embedding for multiple colors in the message. </remarks>
/// <returns>
/// <b><c>1</c></b>: The function executed successfully. Success is reported when the string is over 144 characters, but the message won't be sent.<p/>
/// <b><c>0</c></b>: The function failed to execute. The player is not connected.
/// </returns>
native SendClientMessage(playerid, color, const message[]);
/// <summary>Displays a message in chat to all players. This is a multi-player equivalent of <a href="#SendClientMessage">SendClientMessage</a>.</summary>
/// <param name="color">The color of the message (<b>RGBA</b>)</param>
/// <param name="message">The message to show (<b>max 144 characters</b>)</param>
/// <seealso name="SendClientMessage"/>
/// <seealso name="SendPlayerMessageToAll"/>
/// <remarks>Avoid using format specifiers in your messages without formatting the string that is sent. It will result in crashes otherwise.</remarks>
/// <returns>This function always returns <b><c>1</c></b>.</returns>
native SendClientMessageToAll(color, const message[]);
/// <summary>Sends a message in the name of a player to another player on the server. The message will appear in the chat box but can only be seen by the user specified with <paramref name="playerid"/>. The line will start with the sender's name in their color, followed by the message in white.</summary>
/// <param name="playerid">The ID of the player who will receive the message</param>
/// <param name="senderid">The sender's ID. If invalid, the message will not be sent</param>
/// <param name="message">The message that will be sent</param>
/// <seealso name="SendPlayerMessageToAll"/>
/// <seealso name="SendClientMessage"/>
/// <seealso name="SendClientMessageToAll"/>
/// <seealso name="OnPlayerText"/>
/// <remarks>Avoid using format specifiers in your messages without formatting the string that is sent. It will result in crashes otherwise.</remarks>
native SendPlayerMessageToPlayer(playerid, senderid, const message[]);
/// <summary>Sends a message in the name of a player to all other players on the server. The line will start with the sender's name in their color, followed by the message in white.</summary>
/// <param name="senderid">The ID of the sender. If invalid, the message will not be sent</param>
/// <param name="message">The message that will be sent</param>
/// <seealso name="SendPlayerMessageToPlayer"/>
/// <seealso name="SendClientMessageToAll"/>
/// <seealso name="OnPlayerText"/>
/// <remarks>Avoid using format specifiers in your messages without formatting the string that is sent. It will result in crashes otherwise.</remarks>
native SendPlayerMessageToAll(senderid, const message[]);
/// <summary>Adds a death to the 'killfeed' on the right-hand side of the screen for all players.</summary>
/// <param name="killer">The ID of the killer (can be <b><c>INVALID_PLAYER_ID</c></b>)</param>
/// <param name="killee">The ID of the player that died</param>
/// <param name="weapon">The <a href="http://wiki.sa-mp.com/wiki/Weapons">reason</a> (not always a weapon) for the victim's death. Special icons can also be used (<b><c>ICON_CONNECT</c></b> and <b><c>ICON_DISCONNECT</c></b>)</param>
/// <seealso name="SendDeathMessageToPlayer"/>
/// <seealso name="OnPlayerDeath"/>
/// <remarks>Death messages can be cleared by using a valid player ID for <paramref name="killee"/> that is not connected.</remarks>
/// <remarks>To show a death message for just a single player, use <a href="#SendDeathMessageToPlayer">SendDeathMessageToPlayer</a>. </remarks>
/// <remarks>You can use NPCs to create your own custom death reasons. </remarks>
/// <returns>This function always returns <b><c>1</c></b>, even if the function fails to execute. The function fails to execute (no death message shown) if <paramref name="killee"/> is invalid. If <paramref name="reason"/> is invalid, a generic skull-and-crossbones icon is shown. <paramref name="killer"/> being invalid (<b><c>INVALID_PLAYER_ID</c></b>) is valid.</returns>
native SendDeathMessage(killer, killee, weapon);
/// <summary>Adds a death to the 'killfeed' on the right-hand side of the screen for a single player.</summary>
/// <param name="playerid">The ID of the player to send the death message to</param>
/// <param name="killer">The ID of the killer (can be <b><c>INVALID_PLAYER_ID</c></b>)</param>
/// <param name="killee">The ID of the player that died</param>
/// <param name="weapon">The <a href="http://wiki.sa-mp.com/wiki/Weapons">reason</a> (not always a weapon) for the victim's death. Special icons can also be used (<b><c>ICON_CONNECT</c></b> and <b><c>ICON_DISCONNECT</c></b>)</param>
/// <seealso name="SendDeathMessage"/>
/// <seealso name="OnPlayerDeath"/>
/// <remarks>This Function was added in <b>SA-MP 0.3z R2-2</b> and will not work in earlier versions!</remarks>
/// <returns>
/// <b><c>1</c></b>: The function executed successfully.<p/>
/// <b><c>0</c></b>: The function failed to execute.
/// </returns>
native SendDeathMessageToPlayer(playerid, killer, killee, weapon);
/// <summary>Shows 'game text' (on-screen text) for a certain length of time for all players.</summary>
/// <param name="string">The text to be displayed</param>
/// <param name="time">The duration of the text being shown in milliseconds</param>
/// <param name="style">The <a href="http://wiki.sa-mp.com/wiki/GameTextStyle">style</a> of text to be displayed</param>
/// <seealso name="GameTextForPlayer"/>
/// <seealso name="TextDrawShowForAll"/>
/// <returns>This function always returns <b><c>1</c></b>.</returns>
native GameTextForAll(const string[],time,style);
/// <summary>Shows 'game text' (on-screen text) for a certain length of time for a specific player.</summary>
/// <param name="playerid">The ID of the player to show the gametext for</param>
/// <param name="string">The text to be displayed</param>
/// <param name="time">The duration of the text being shown in milliseconds</param>
/// <param name="style">The <a href="http://wiki.sa-mp.com/wiki/GameTextStyle">style</a> of text to be displayed</param>
/// <seealso name="GameTextForAll"/>
/// <seealso name="TextDrawShowForPlayer"/>
/// <returns>
/// <b><c>1</c></b>: The function executed successfully. Success is reported when the style and/or time is invalid. Nothing will happen though (no text displayed). May also cause game crashes.<p/>
/// <b><c>0</c></b>: The function failed to execute. This means either the string is null or the player is not connected.
/// </returns>
native GameTextForPlayer(playerid,const string[],time,style);
/// <summary>Sets a 'timer' to call a function after some time. Can be set to repeat.</summary>
/// <param name="funcname">Name of the function to call as a string. This must be a public function (forwarded). A null string here will crash the server</param>
/// <param name="interval">Interval in milliseconds</param>
/// <param name="repeating">Whether the timer should repeat or not</param>
/// <seealso name="SetTimerEx"/>
/// <seealso name="KillTimer"/>
/// <remarks>Timer intervals are not accurate (roughly 25% off). There's a fix available <a href="http://forum.sa-mp.com/showthread.php?t=289675">here</a>. </remarks>
/// <remarks>Timer IDs are never used twice. You can use <a href="#KillTimer">KillTimer</a> on a timer ID and it won't matter if it's running or not. </remarks>
/// <remarks>The function that should be called must be public. </remarks>
/// <remarks>The use of many timers will result in increased memory/cpu usage. </remarks>
/// <returns>The ID of the timer that was started. Timer IDs start at <b><c>1</c></b>.</returns>
native SetTimer(funcname[], interval, repeating);
/// <summary>Sets a timer to call a function after the specified interval. This variant ('Ex') can pass parameters (such as a player ID) to the function.</summary>
/// <param name="funcname">The name of a public function to call when the timer expires</param>
/// <param name="interval">Interval in milliseconds</param>
/// <param name="repeating">Whether the timer should be called repeatedly (can only be stopped with <a href="#KillTimer">KillTimer</a>) or only once</param>
/// <param name="format">Special format indicating the types of values the timer will pass</param>
/// <param name="">Indefinite number of arguments to pass (must follow format specified in previous parameter)</param>
/// <seealso name="SetTimer"/>
/// <seealso name="KillTimer"/>
/// <seealso name="CallLocalFunction"/>
/// <seealso name="CallRemoteFunction"/>
/// <remarks>Timer intervals are not accurate (roughly 25% off). There's a fix available <a href="http://forum.sa-mp.com/showthread.php?t=289675">here</a>. </remarks>
/// <remarks>Timer IDs are never used twice. You can use KillTimer() on a timer ID and it won't matter if it's running or not. </remarks>
/// <remarks>The function that should be called must be public. </remarks>
/// <remarks>The use of many timers will result in increased memory/cpu usage. </remarks>
/// <remarks>
/// <b>Format syntax:</b><p/>
/// <ul>
/// <li><b><c>i</c></b> - integer</li>
/// <li><b><c>d</c></b> - integer</li>
/// <li><b><c>a</c></b> - array The next parameter must be an integer (<b><c>"i"</c></b>) with the array's size <b>[CURRENTLY UNUSABLE]</b></li>
/// <li><b><c>s</c></b> - string <b>[CURRENTLY UNUSABLE]</b></li>
/// <li><b><c>f</c></b> - float</li>
/// <li><b><c>b</c></b> - boolean</li>
/// </ul>
/// </remarks>
/// <returns>The ID of the timer that was started. Timer IDs start at <b><c>1</c></b> and are never reused. There are no internal checks to verify that the parameters passed are valid (e.g. duration not a minus value).</returns>
native SetTimerEx(funcname[], interval, repeating, const format[], {Float,_}:...);
/// <summary>Kills (stops) a running timer.</summary>
/// <param name="timerid">The ID of the timer to kill (returned by <a href="#SetTimer">SetTimer</a> or <a href="#SetTimerEx">SetTimerEx</a>)</param>
/// <seealso name="SetTimer"/>
/// <seealso name="SetTimerEx"/>
/// <returns>This function always returns <b><c>0</c></b>.</returns>
native KillTimer(timerid);
/// <summary>Returns the uptime of the actual server (not the SA-MP server) in milliseconds.</summary>
/// <seealso name="tickcount"/>
/// <remarks>GetTickCount will cause problems on servers with uptime of over 24 days as GetTickCount will eventually warp past the integer size constraints. However using <a href="https://gist.github.com/ziggi/5d7d8dc42f54531feba7ae924c608e73">this</a> function fixes the problem.</remarks>
/// <remarks>One common use for GetTickCount is for benchmarking. It can be used to calculate how much time some code takes to execute.</remarks>
/// <returns>Uptime of the actual server (not the SA-MP server).</returns>
native GetTickCount();
/// <summary>Returns the maximum number of players that can join the server, as set by the server variable 'maxplayers' in server.cfg.</summary>
/// <seealso name="GetPlayerPoolSize"/>
/// <seealso name="IsPlayerConnected"/>
/// <remarks>This function can not be used in place of <b><c>MAX_PLAYERS</c></b>. It can not be used at compile time (e.g. for array sizes). <b><c>MAX_PLAYERS</c></b> should always be re-defined to what the 'maxplayers' var will be, or higher.</remarks>
/// <returns>The maximum number of players that can join the server.</returns>
native GetMaxPlayers();
/// <summary>Calls a public function in any script that is loaded.</summary>
/// <param name="function">Public function's name</param>
/// <param name="format">Tag/format of each variable</param>
/// <param name="">'Indefinite' number of arguments of any tag</param>
/// <seealso name="CallLocalFunction"/>
/// <returns>The value that the last public function returned.</returns>
/// <remarks>CallRemoteFunction crashes the server if it's passing an empty string.</remarks>
/// <remarks>
/// Format string placeholders:<p/>
/// <ul>
/// <li><b><c>c</c></b> - a single character</li>
/// <li><b><c>d</c></b> - an integer (whole) number</li>
/// <li><b><c>i</c></b> - an integer (whole) number</li>
/// <li><b><c>x</c></b> - a number in hexadecimal notation</li>
/// <li><b><c>f</c></b> - a floating point number</li>
/// <li><b><c>s</c></b> - a string</li>
/// </ul>
/// </remarks>
native CallRemoteFunction(const function[], const format[], {Float,_}:...);
/// <summary>Calls a public function from the script in which it is used.</summary>
/// <param name="function">Public function's name</param>
/// <param name="format">Tag/format of each variable</param>
/// <param name="">'Indefinite' number of arguments of any tag</param>
/// <seealso name="CallRemoteFunction"/>
/// <returns>The value that the <b>only</b> public function returned.</returns>
/// <remarks>CallLocalFunction crashes the server if it's passing an empty string.</remarks>
/// <remarks>
/// Format string placeholders:<p/>
/// <ul>
/// <li><b><c>c</c></b> - a single character</li>
/// <li><b><c>d</c></b> - an integer (whole) number</li>
/// <li><b><c>i</c></b> - an integer (whole) number</li>
/// <li><b><c>x</c></b> - a number in hexadecimal notation</li>
/// <li><b><c>f</c></b> - a floating point number</li>
/// <li><b><c>s</c></b> - a string</li>
/// </ul>
/// </remarks>
native CallLocalFunction(const function[], const format[], {Float,_}:...);
/// <summary>Returns the norm (length) of the provided vector.</summary>
/// <param name="x">The vector's magnitude on the X axis</param>
/// <param name="y">The vector's magnitude on the Y axis</param>
/// <param name="z">The vector's magnitude on the Z axis</param>
/// <seealso name="GetPlayerDistanceFromPoint"/>
/// <seealso name="GetVehicleDistanceFromPoint"/>
/// <seealso name="floatsqroot"/>
/// <remarks>This function was added in <b>SA-MP 0.3z</b> and will not work in earlier versions!</remarks>
/// <returns>The norm (length) of the provided vector as a float.</returns>
native Float:VectorSize(Float:x, Float:y, Float:z);
/// <summary>Get the inversed value of a sine in degrees.</summary>
/// <param name="value">The sine for which to find the angle for</param>
/// <seealso name="floatsin"/>
/// <returns>The angle in degrees.</returns>
native Float:asin(Float:value);
/// <summary>Get the inversed value of a cosine in degrees.</summary>
/// <param name="value">The cosine for which to find the angle for</param>
/// <seealso name="floatcos"/>
/// <returns>The angle in degrees.</returns>
native Float:acos(Float:value);
/// <summary>Get the inversed value of a tangent in degrees.</summary>
/// <param name="value">The tangent for which to find the angle for</param>
/// <seealso name="atan2"/>
/// <seealso name="floattan"/>
/// <returns>The angle in degrees.</returns>
native Float:atan(Float:value);
/// <summary>Get the multi-valued inversed value of a tangent in degrees.</summary>
/// <param name="y">y size</param>
/// <param name="x">x size</param>
/// <seealso name="atan"/>
/// <seealso name="floattan"/>
/// <returns>The angle in degrees.</returns>
native Float:atan2(Float:y, Float:x);
/// <summary>Gets the highest playerid currently in use on the server.</summary>
/// <seealso name="GetVehiclePoolSize"/>
/// <seealso name="GetMaxPlayers"/>
/// <remarks>This function was added in <b>SA-MP 0.3.7</b> and will not work in earlier versions!</remarks>
/// <returns>The highest playerid currently in use on the server or <b><c>0</c></b> if there are no connected players.</returns>
native GetPlayerPoolSize();
/// <summary>Gets the highest vehicleid currently in use on the server.</summary>
/// <seealso name="GetPlayerPoolSize"/>
/// <remarks>This function was added in <b>SA-MP 0.3.7</b> and will not work in earlier versions!</remarks>
/// <returns>The highest vehicleid currently in use on the server or <b><c>0</c></b> if there are no created vehicles.</returns>
native GetVehiclePoolSize();
/// <summary>Gets the highest actorid created on the server.</summary>
/// <seealso name="CreateActor"/>
/// <seealso name="IsValidActor"/>
/// <seealso name="SetActorHealth"/>
/// <remarks>This function was added in <b><b>SA-MP 0.3.7</b></b> and will not work in earlier versions!</remarks>
/// <returns>The highest actorid created on the server or <b><c>0</c></b> if there are no created actors.</returns>
native GetActorPoolSize();
// Hash
/// <summary>Hashes a password using the SHA-256 hashing algorithm. Includes a salt. The output is always 256 bytes in length, or the equivalent of 64 Pawn cells.</summary>
/// <param name="password">The password to hash</param>
/// <param name="salt">The salt to use in the hash</param>
/// <param name="ret_hash">The returned hash</param>
/// <param name="ret_hash_len">The returned hash maximum length</param>
/// <remarks>This function was added in <b>SA-MP 0.3.7-R1</b> and will not work in earlier versions!</remarks>
/// <remarks>The salt is appended to the end of the password, meaning password 'foo' and salt 'bar' would form 'foobar'. </remarks>
/// <remarks>The salt should be random, unique for each player and at least as long as the hashed password. It is to be stored alongside the actual hash in the player's account. </remarks>
native SHA256_PassHash(password[], salt[], ret_hash[], ret_hash_len); // SHA256 for password hashing
// Server wide persistent variable system (SVars)
/// <summary>Set an integer server variable.</summary>
/// <param name="varname">The name of the server variable</param>
/// <param name="int_value">The integer to be set</param>
/// <seealso name="GetSVarInt"/>
/// <seealso name="SetSVarString"/>
/// <seealso name="GetSVarString"/>
/// <seealso name="SetSVarFloat"/>
/// <seealso name="GetSVarFloat"/>
/// <seealso name="DeleteSVar"/>
/// <remarks>This function was added in <b>SA-MP 0.3.7 R2</b> and will not work in earlier versions!</remarks>
/// <returns>
/// <b><c>1</c></b>: The function executed successfully.<p/>
/// <b><c>0</c></b>: The function failed to execute. The variable name is null or over 40 characters.
/// </returns>
native SetSVarInt(varname[], int_value);
/// <summary>Gets an integer server variable's value.</summary>
/// <param name="varname">The name of the server variable (case-insensitive). Assigned in SetSVarInt</param>
/// <seealso name="SetSVarInt"/>
/// <seealso name="SetSVarString"/>
/// <seealso name="GetSVarString"/>
/// <seealso name="SetSVarFloat"/>
/// <seealso name="GetSVarFloat"/>
/// <seealso name="DeleteSVar"/>
/// <remarks>This function was added in <b>SA-MP 0.3.7 R2</b> and will not work in earlier versions!</remarks>
/// <returns>The integer value of the specified server variable. It will still return <b><c>0</c></b> if the variable is not set.</returns>
native GetSVarInt(varname[]);
/// <summary>Set a string server variable.</summary>
/// <param name="varname">The name of the server variable</param>
/// <param name="string_value">The string to be set</param>
/// <seealso name="SetSVarInt"/>
/// <seealso name="GetSVarInt"/>
/// <seealso name="GetSVarString"/>
/// <seealso name="SetSVarFloat"/>
/// <seealso name="GetSVarFloat"/>
/// <seealso name="DeleteSVar"/>
/// <remarks>This function was added in <b>SA-MP 0.3.7 R2</b> and will not work in earlier versions!</remarks>
/// <returns>
/// <b><c>1</c></b>: The function executed successfully.<p/>
/// <b><c>0</c></b>: The function failed to execute. The variable name is null or over 40 characters.
/// </returns>
native SetSVarString(varname[], string_value[]);
/// <summary>Gets a string server variable's value.</summary>
/// <param name="varname">The name of the server variable (case-insensitive). Assigned in <a href="#SetSVarString">SetSVarString</a></param>
/// <param name="string_return">The array in which to store the string value in, passed by reference</param>
/// <param name="len">The maximum length of the returned string</param>
/// <seealso name="SetSVarInt"/>
/// <seealso name="GetSVarInt"/>
/// <seealso name="SetSVarString"/>
/// <seealso name="SetSVarFloat"/>
/// <seealso name="GetSVarFloat"/>
/// <seealso name="DeleteSVar"/>
/// <remarks>This function was added in <b>SA-MP 0.3.7 R2</b> and will not work in earlier versions!</remarks>
/// <returns>The length of the string.</returns>
native GetSVarString(varname[], string_return[], len);
/// <summary>Set a float server variable.</summary>
/// <param name="varname">The name of the server variable</param>
/// <param name="float_value">The float to be set</param>
/// <seealso name="SetSVarInt"/>
/// <seealso name="GetSVarInt"/>
/// <seealso name="SetSVarString"/>
/// <seealso name="GetSVarString"/>
/// <seealso name="GetSVarFloat"/>
/// <seealso name="DeleteSVar"/>
/// <remarks>This function was added in <b>SA-MP 0.3.7 R2</b> and will not work in earlier versions!</remarks>
/// <returns>
/// <b><c>1</c></b>: The function executed successfully.<p/>
/// <b><c>0</c></b>: The function failed to execute. The variable name is null or over 40 characters.
/// </returns>
native SetSVarFloat(varname[], Float:float_value);
/// <summary>Gets a float server variable's value.</summary>
/// <param name="varname">The name of the server variable (case-insensitive). Assigned in <a href="#SetSVarFloat">SetSVarFloat</a></param>
/// <seealso name="SetSVarInt"/>
/// <seealso name="GetSVarInt"/>
/// <seealso name="SetSVarString"/>
/// <seealso name="GetSVarString"/>
/// <seealso name="SetSVarFloat"/>
/// <seealso name="DeleteSVar"/>
/// <remarks>This function was added in <b>SA-MP 0.3.7 R2</b> and will not work in earlier versions!</remarks>
/// <returns>The float value of the specified server variable. It will still return <b><c>0</c></b> if the variable is not set.</returns>
native Float:GetSVarFloat(varname[]);
/// <summary>Deletes a previously set server variable.</summary>
/// <param name="varname">The name of the server variable to delete</param>
/// <seealso name="SetSVarInt"/>
/// <seealso name="GetSVarInt"/>
/// <seealso name="SetSVarString"/>
/// <seealso name="GetSVarString"/>
/// <seealso name="SetSVarFloat"/>
/// <seealso name="GetSVarFloat"/>
/// <remarks>Once a variable is deleted, attempts to retrieve the value will return <b><c>0</c></b> (for integers and floats and <b><c>NULL</c></b> for strings.</remarks>
/// <returns>
/// <b><c>1</c></b>: The function executed successfully.<p/>
/// <b><c>0</c></b>: The function failed to execute. There is no variable set with the given name.
/// </returns>
native DeleteSVar(varname[]);
// SVar enumeration
#define SERVER_VARTYPE_NONE 0
#define SERVER_VARTYPE_INT 1
#define SERVER_VARTYPE_STRING 2
#define SERVER_VARTYPE_FLOAT 3
/// <summary>Each SVar (server-variable) has its own unique identification number for lookup, this function returns the highest ID.</summary>
/// <seealso name="GetSVarNameAtIndex"/>
/// <seealso name="GetSVarType"/>
/// <returns>The highest set SVar ID.</returns>
native GetSVarsUpperIndex();
/// <summary>Retrieve the name of a sVar via the index.</summary>
/// <param name="index">The index of the sVar</param>
/// <param name="ret_varname">A string to store the sVar's name in, passed by reference</param>
/// <param name="ret_len">The max length of the returned string, use sizeof()</param>
/// <seealso name="GetSVarType"/>
/// <seealso name="GetSVarInt"/>
/// <seealso name="GetSVarFloat"/>
/// <seealso name="GetSVarString"/>
native GetSVarNameAtIndex(index, ret_varname[], ret_len);
/// <summary>Gets the type (integer, float or string) of a server variable.</summary>
/// <param name="varname">The name of the server variable to get the type of</param>
/// <seealso name="SetSVarInt"/>
/// <seealso name="GetSVarInt"/>
/// <seealso name="SetSVarString"/>
/// <seealso name="GetSVarString"/>
/// <seealso name="SetSVarFloat"/>
/// <seealso name="GetSVarFloat"/>
/// <seealso name="DeleteSVar"/>
/// <remarks>
/// <b>Variable types:</b><p/>
/// <ul>
/// <li><b><c>SERVER_VARTYPE_NONE</c></b> (sVar with name given does not exist)</li>
/// <li><b><c>SERVER_VARTYPE_INT</c></b></li>
/// <li><b><c>SERVER_VARTYPE_STRING</c></b></li>
/// <li><b><c>SERVER_VARTYPE_FLOAT</c></b></li>
/// </ul>
/// </remarks>
/// <returns>Returns the type of the SVar. See table below.</returns>
native GetSVarType(varname[]);
// Game
/// <summary>Set the name of the game mode, which appears in the server browser.</summary>
/// <param name="string">The gamemode name to display</param>
native SetGameModeText(const string[]);
/// <summary>This function is used to change the amount of teams used in the gamemode. It has no obvious way of being used, but can help to indicate the number of teams used for better (more effective) internal handling. This function should only be used in the <a href="#OnGameModeInit">OnGameModeInit</a> callback. Important: You can pass 2 billion here if you like, this function has no effect at all.</summary>
/// <param name="count">Number of teams the gamemode knows</param>
/// <seealso name="GetPlayerTeam"/>
/// <seealso name="SetPlayerTeam"/>
native SetTeamCount(count);
/// <summary>Adds a class to class selection. Classes are used so players may spawn with a skin of their choice.</summary>
/// <param name="modelid">The <a href="http://wiki.sa-mp.com/wiki/Skins">skin</a> which the player will spawn with</param>
/// <param name="spawn_x">The X coordinate of the spawnpoint of this class</param>
/// <param name="spawn_y">The Y coordinate of the spawnpoint of this class</param>
/// <param name="spawn_z">The Z coordinate of the spawnpoint of this class</param>
/// <param name="z_angle">The direction in which the player should face after spawning</param>
/// <param name="weapon1">The first spawn-<a href="http://wiki.sa-mp.com/wiki/Weapons">weapon</a> for the player</param>
/// <param name="weapon1_ammo">The amount of ammunition for the primary spawn weapon</param>
/// <param name="weapon2">The second spawn-<a href="http://wiki.sa-mp.com/wiki/Weapons">weapon</a> for the player</param>
/// <param name="weapon2_ammo">The amount of ammunition for the second spawn weapon</param>
/// <param name="weapon3">The third spawn-<a href="http://wiki.sa-mp.com/wiki/Weapons">weapon</a> for the player</param>
/// <param name="weapon3_ammo">The amount of ammunition for the third spawn weapon</param>
/// <returns>
/// <ul>
/// <li>The <b>ID of the class</b> which was just added.</li>
/// <li><b><c>319</c></b> if the class limit (<b><c>320</c></b>) was reached. The highest possible class ID is <b><c>319</c></b>.</li>
/// </ul>
/// </returns>
/// <remarks>
/// The maximum class ID is <b><c>319</c></b> (starting from <b><c>0</c></b>, so a total of <b><c>320</c></b> classes).
/// When this limit is reached, any more classes that are added will replace ID <b><c>319</c></b>.
/// </remarks>
/// <seealso name="AddPlayerClassEx"/>
/// <seealso name="SetSpawnInfo"/>
/// <seealso name="SetPlayerSkin"/>
native AddPlayerClass(modelid, Float:spawn_x, Float:spawn_y, Float:spawn_z, Float:z_angle, weapon1, weapon1_ammo, weapon2, weapon2_ammo, weapon3, weapon3_ammo);
/// <summary>This function is exactly the same as the <a href="#AddPlayerClass">AddPlayerClass</a> function, with the addition of a team parameter.</summary>
/// <param name="teamid">The team you want the player to spawn in</param>
/// <param name="modelid">The <a href="http://wiki.sa-mp.com/wiki/Skins">skin</a> which the player will spawn with</param>
/// <param name="spawn_x">The X coordinate of the class' spawn position</param>
/// <param name="spawn_y">The Y coordinate of the class' spawn position</param>
/// <param name="spawn_z">The Z coordinate of the class' spawn position</param>
/// <param name="z_angle">The direction in which the player will face after spawning</param>
/// <param name="weapon1">The first spawn-<a href="http://wiki.sa-mp.com/wiki/Weapons">weapon</a> for the player</param>
/// <param name="weapon1_ammo">The amount of ammunition for the first spawn weapon</param>
/// <param name="weapon2">The second spawn-<a href="http://wiki.sa-mp.com/wiki/Weapons">weapon</a> for the player</param>
/// <param name="weapon2_ammo">The amount of ammunition for the second spawn weapon</param>
/// <param name="weapon3">The third spawn-<a href="http://wiki.sa-mp.com/wiki/Weapons">weapon</a> for the player</param>
/// <param name="weapon3_ammo">The amount of ammunition for the third spawn weapon</param>
/// <returns>
/// <ul>
/// <li>The <b>ID of the class</b> which was just added.</li>
/// <li><b><c>319</c></b> if the class limit (<b><c>320</c></b>) was reached. The highest possible class ID is <b><c>319</c></b>.</li>
/// </ul>
/// </returns>
/// <remarks>The maximum class ID is <b><c>319</c></b> (starting from <b><c>0</c></b>, so a total of <b><c>320</c></b> classes). When this limit is reached, any more classes that are added will replace ID <b><c>319</c></b>.</remarks>
/// <seealso name="AddPlayerClass"/>
/// <seealso name="SetSpawnInfo"/>
/// <seealso name="SetPlayerTeam"/>
/// <seealso name="SetPlayerSkin"/>
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);
/// <summary>Adds a 'static' vehicle (models are pre-loaded for players) to the gamemode.</summary>
/// <param name="modelid">The <a href="http://wiki.sa-mp.com/wiki/Vehicle_Models">Model ID</a> for the vehicle</param>
/// <param name="spawn_x">The X-coordinate for the vehicle</param>
/// <param name="spawn_y">The Y-coordinate for the vehicle</param>
/// <param name="spawn_z">The Z-coordinate for the vehicle</param>
/// <param name="z_angle">Direction of vehicle - angle</param>
/// <param name="color1">The primary <a href="http://wiki.sa-mp.com/wiki/Color_ID">color ID</a>. <b><c>-1</c></b> for random (random color chosen by client)</param>
/// <param name="color2">The secondary <a href="http://wiki.sa-mp.com/wiki/Color_ID">color ID</a>. <b><c>-1</c></b> for random (random color chosen by client)</param>
/// <returns>
/// <ul>
/// <li>The vehicle ID of the vehicle created (between <b><c>1</c></b> and <b><c>MAX_VEHICLES</c></b>).</li>
/// <li><b><c>INVALID_VEHICLE_ID</c></b> (<b><c>65535</c></b>) if vehicle was not created (vehicle limit reached or invalid vehicle model ID passed).</li>
/// </ul>
/// </returns>
/// <remarks>Can only be used when the server first starts (under <a href="#OnGameModeInit">OnGameModeInit</a>).</remarks>
/// <seealso name="AddStaticVehicleEx"/>
/// <seealso name="CreateVehicle"/>
/// <seealso name="DestroyVehicle"/>
native AddStaticVehicle(modelid, Float:spawn_x, Float:spawn_y, Float:spawn_z, Float:z_angle, color1, color2);
/// <summary>Adds a 'static' vehicle (models are pre-loaded for players)to the gamemode. Differs from <a href="#AddStaticVehicle">AddStaticVehicle</a> in only one way: allows a respawn time to be set for when the vehicle is left unoccupied by the driver.</summary>
/// <param name="modelid">The <a href="http://wiki.sa-mp.com/wiki/Vehicle_Models">Model ID</a> for the vehicle</param>
/// <param name="spawn_x">The X-coordinate for the vehicle</param>
/// <param name="spawn_y">The Y-coordinate for the vehicle</param>
/// <param name="spawn_z">The Z-coordinate for the vehicle</param>
/// <param name="z_angle">The facing - angle for the vehicle</param>
/// <param name="color1">The primary <a href="http://wiki.sa-mp.com/wiki/Color_ID">color ID</a>. <b><c>-1</c></b> for random (random color chosen by client)</param>
/// <param name="color2">The secondary <a href="http://wiki.sa-mp.com/wiki/Color_ID">color ID</a>. <b><c>-1</c></b> for random (random color chosen by client)</param>
/// <param name="respawn_delay">The delay until the car is respawned without a driver, in seconds</param>
/// <param name="addsiren"><b>Added in 0.3.7; will not work in earlier versions.</b> Enables the vehicle to have a siren, providing the vehicle has a horn (optional=<b><c>0</c></b>)</param>
/// <returns>
/// <ul>
/// <li>The vehicle ID of the vehicle created (between <b><c>1</c></b> and <b><c>MAX_VEHICLES</c></b>).</li>
/// <li><b><c>INVALID_VEHICLE_ID</c></b> (<b><c>65535</c></b>) if vehicle was not created (vehicle limit reached or invalid vehicle model ID passed).</li>
/// </ul>
/// </returns>
/// <remarks>Can only be used when the server first starts (under <a href="#OnGameModeInit">OnGameModeInit</a>).</remarks>
/// <seealso name="AddStaticVehicle"/>
/// <seealso name="CreateVehicle"/>
/// <seealso name="DestroyVehicle"/>
native AddStaticVehicleEx(modelid, Float:spawn_x, Float:spawn_y, Float:spawn_z, Float:z_angle, color1, color2, respawn_delay, addsiren=0);
/// <summary>This function adds a 'static' pickup to the game. These pickups support weapons, health, armor etc., with the ability to function without scripting them (weapons/health/armor will be given automatically).</summary>
/// <param name="model">The model of the pickup</param>
/// <param name="type">The pickup type. Determines how the pickup responds when picked up</param>
/// <param name="X">The X coordinate to create the pickup at</param>
/// <param name="Y">The Y coordinate to create the pickup at</param>
/// <param name="Z">The Z coordinate to create the pickup at</param>
/// <param name="virtualworld">The virtual world ID to put the pickup in. Use -1 to show the pickup in all worlds</param>
/// <returns>
/// <b><c>1</c></b> if the pickup is successfully created.
/// <p/>
/// <b><c>0</c></b> if failed to create.
/// </returns>
/// <remarks>This function doesn't return a pickup ID that you can use in, for example, <a href="#OnPlayerPickUpPickup">OnPlayerPickUpPickup</a>. Use <a href="#CreatePickup">CreatePickup</a> if you'd like to assign IDs.</remarks>
/// <seealso name="CreatePickup"/>
/// <seealso name="DestroyPickup"/>
/// <seealso name="OnPlayerPickUpPickup"/>
native AddStaticPickup(model, type, Float:X, Float:Y, Float:Z, virtualworld = 0);
/// <summary>This function does exactly the same as AddStaticPickup, except it returns a pickup ID which can be used to destroy it afterwards and be tracked using <a href="#OnPlayerPickUpPickup">OnPlayerPickUpPickup</a>.</summary>
/// <param name="model">The <a href="http://wiki.sa-mp.com/wiki/Pickup_IDs">model</a> of the pickup</param>
/// <param name="type">The pickup spawn type (see table under remarks)</param>
/// <param name="X">The X coordinate to create the pickup at</param>
/// <param name="Y">The Y coordinate to create the pickup at</param>
/// <param name="Z">The Z coordinate to create the pickup at</param>
/// <param name="virtualworld">The virtual world ID of the pickup. Use <b><c>-1</c></b> to make the pickup show in all worlds (optional=<b><c>0</c></b>)</param>
/// <seealso name="AddStaticPickup"/>
/// <seealso name="DestroyPickup"/>
/// <seealso name="OnPlayerPickUpPickup"/>
/// <remarks>
/// <b>Known Bugs:</b><p/>
/// Pickups that have a X or Y lower than <b><c>-4096.0</c></b> or bigger than <b><c>4096.0</c></b> won't show up and won't trigger <a href="#OnPlayerPickUpPickup">OnPlayerPickUpPickup</a> either.
/// </remarks>
/// <remarks>
/// The only type of pickup that can be picked up from inside a vehicle is <b><c>14</c></b> (except for special pickups such as bribes).<p/>
/// Pickups are shown to, and can be picked up by all players.<p/>
/// It is possible that if <a href="#DestroyPickup">DestroyPickup</a> is used when a pickup is picked up, more than one player can pick up the pickup, due to lag. This can be circumvented through the use of variables.<p/>
/// Certain pickup types come with 'automatic responses', for example using an M4 model in the pickup will automatically give the player the weapon and some ammo. For fully scripted pickups, type <b><c>1</c></b> should be used. <p/>
/// </remarks>
/// <remarks>
/// <b>Available Pickup Types</b><p/>
/// Most other IDs are either undocumented or are similar to type <b><c>1</c></b> (but do not use them just because they seem similar to ID <b><c>1</c></b>, they might have side-effects like ID <b><c>18</c></b> and <b><c>20</c></b>).
/// <ul>
/// <li><b><c>0</c></b> - The pickup does not always display. If displayed, it can't be picked up and does not trigger <a href="#OnPlayerPickUpPickup">OnPlayerPickUpPickup</a> and it will stay after server shutdown.</li>
/// <li><b><c>1</c></b> - Exists always. Disables pickup scripts such as horseshoes and oysters to allow for scripted actions ONLY. Will trigger <a href="#OnPlayerPickUpPickup">OnPlayerPickUpPickup</a> every few seconds.</li>
/// <li><b><c>2</c></b> - Disappears after pickup, respawns after 30 seconds if the player is at a distance of at least 15 meters.</li>
/// <li><b><c>3</c></b> - Disappears after pickup, respawns after death.</li>
/// <li><b><c>4</c></b> - Disappears after 15 to 20 seconds. Respawns after death.</li>
/// <li><b><c>8</c></b> - Disappears after pickup, but has no effect.</li>
/// <li><b><c>11</c></b> - Blows up a few seconds after being created (bombs?)</li>
/// <li><b><c>12</c></b> - Blows up a few seconds after being created.</li>
/// <li><b><c>13</c></b> - Invisible. Triggers checkpoint sound when picked up with a vehicle, but doesn't trigger <a href="#OnPlayerPickUpPickup">OnPlayerPickUpPickup</a>.</li>
/// <li><b><c>14</c></b> - Disappears after pickup, can only be picked up with a vehicle. Triggers checkpoint sound.</li>
/// <li><b><c>15</c></b> - Same as type <b><c>2</c></b>.</li>
/// <li><b><c>18</c></b> - Similar to type <b><c>1</c></b>. Pressing Tab (<b><c>KEY_ACTION</c></b>) makes it disappear but the key press doesn't trigger <a href="#OnPlayerPickUpPickup">OnPlayerPickUpPickup</a>.</li>
/// <li><b><c>19</c></b> - Disappears after pickup, but doesn't respawn. Makes "cash pickup" sound if picked up.</li>
/// <li><b><c>20</c></b> - Similar to type <b><c>1</c></b>. Disappears when you take a picture of it with the Camera weapon, which triggers "Snapshot # out of 0" message. Taking a picture doesn't trigger <a href="#OnPlayerPickUpPickup">OnPlayerPickUpPickup</a>.</li>
/// <li><b><c>22</c></b> - Same as type <b><c>3</c></b>.</li>
/// </ul>
/// </remarks>
/// <returns>The ID of the created pickup, <b><c>-1</c></b> on failure (<a href="http://wiki.sa-mp.com/wiki/Limits">pickup max limit</a>).</returns>
native CreatePickup(model, type, Float:X, Float:Y, Float:Z, virtualworld = 0);
/// <summary>Destroys a pickup created with <a href="#CreatePickup">CreatePickup</a>.</summary>
/// <param name="pickup">The ID of the pickup to destroy (returned by <a href="#CreatePickup">CreatePickup</a>)</param>
/// <seealso name="CreatePickup"/>
/// <seealso name="OnPlayerPickUpPickup"/>
native DestroyPickup(pickup);
/// <summary>Toggle the drawing of nametags, health bars and armor bars above players.</summary>
/// <param name="show"><b><c>0</c></b> to disable, <b><c>1</c></b> to enable (enabled by default)</param>
/// <seealso name="DisableNameTagLOS"/>
/// <seealso name="ShowPlayerNameTagForPlayer"/>
/// <seealso name="ShowPlayerMarkers"/>
/// <remarks>This function can only be used in <a href="#OnGameModeInit">OnGameModeInit</a>. For other times, see <a href="#ShowPlayerNameTagForPlayer">ShowPlayerNameTagForPlayer</a>.</remarks>
native ShowNameTags(show);
/// <summary>Toggles player markers (blips on the radar). Must be used when the server starts (<a href="#OnGameModeInit">OnGameModeInit</a>). For other times, see <a href="#SetPlayerMarkerForPlayer">SetPlayerMarkerForPlayer</a>.</summary>
/// <param name="mode">The mode to use for markers. They can be streamed, meaning they are only visible to nearby players. See table below</param>
/// <seealso name="SetPlayerMarkerForPlayer"/>
/// <seealso name="LimitPlayerMarkerRadius"/>
/// <seealso name="ShowNameTags"/>
/// <seealso name="SetPlayerColor"/>
/// <remarks>
/// <b>Marker modes:</b><p/>
/// <ul>
/// <li><b><c>PLAYER_MARKERS_MODE_OFF</c></b> 0</li>
/// <li><b><c>PLAYER_MARKERS_MODE_GLOBAL</c></b> 1</li>
/// <li><b><c>PLAYER_MARKERS_MODE_STREAMED</c></b> 2</li>
/// </ul>
/// </remarks>
/// <remarks>It is also possible to set a player's color to a color that has full transparency (no alpha value). This makes it possible to show markers on a per-player basis.</remarks>
native ShowPlayerMarkers(mode);
/// <summary>Ends the current gamemode.</summary>
/// <seealso name="OnGameModeExit"/>
native GameModeExit();
/// <summary>Sets the world time (for all players) to a specific hour.</summary>
/// <param name="hour">The hour to set (<b><c>0</c></b>-<b><c>23</c></b>)</param>
/// <seealso name="SetPlayerTime"/>
/// <seealso name="SetWeather"/>
/// <seealso name="SetGravity"/>
/// <remarks>To set the minutes and/or to set the time for individual players, see <a href="#SetPlayerTime">SetPlayerTime</a>.</remarks>
/// <remarks>This function is only relevant for players that do not use a passing clock - see <a href="#TogglePlayerClock">TogglePlayerClock</a>.</remarks>
native SetWorldTime(hour);
/// <summary>Get the name of a weapon.</summary>
/// <param name="weaponid">The ID of the weapon to get the name of</param>
/// <param name="weapon">An array to store the weapon's name in, passed by reference</param>
/// <param name="len">The maximum length of the weapon name to store. Should be <c>sizeof(name)</c></param>
/// <seealso name="GetPlayerWeapon"/>
/// <seealso name="AllowInteriorWeapons"/>
/// <seealso name="GivePlayerWeapon"/>
/// <returns>
/// <b><c>1</c></b>: The function executed successfully.<p/>
/// <b><c>0</c></b>: The function failed to execute. The weapon specified does not exist.
/// </returns>
native GetWeaponName(weaponid, const weapon[], len);
/// <param name="enable"><b><c>1</c></b> to enable, <b><c>0</c></b> to disable tire popping</param>
/// <remarks>This function was removed in <b>SA-MP 0.3</b>. Tire popping is enabled by default. If you want to disable tire popping, you'll have to manually script it using <a href="#OnVehicleDamageStatusUpdate">OnVehicleDamageStatusUpdate</a>.</remarks>
native EnableTirePopping(enable); // deprecated function
/// <summary>Enable friendly fire for team vehicles. Players will be unable to damage teammates' vehicles (<a href="#SetPlayerTeam">SetPlayerTeam</a> must be used!).</summary>
/// <seealso name="SetPlayerTeam"/>
/// <remarks>This function was added in <b>SA-MP 0.3x</b> and will not work in earlier versions!</remarks>
native EnableVehicleFriendlyFire();
/// <summary>Toggle whether the usage of weapons in interiors is allowed or not.</summary>
/// <param name="allow"><b><c>1</c></b> to enable weapons in interiors (enabled by default), <b><c>0</c></b> to disable weapons in interiors</param>
/// <remarks>This function does not work in the current SA:MP version!</remarks>
/// <seealso name="SetPlayerInterior"/>
/// <seealso name="GetPlayerInterior"/>
/// <seealso name="OnPlayerInteriorChange"/>
native AllowInteriorWeapons(allow);
/// <summary>Set the world weather for all players.</summary>
/// <param name="weatherid">The <a href="http://wiki.sa-mp.com/wiki/WeatherID">weather</a> to set</param>
/// <seealso name="SetPlayerWeather"/>
/// <seealso name="SetGravity"/>
/// <remarks>If <a href="#TogglePlayerClock">TogglePlayerClock</a> is enabled, weather will slowly change over time, instead of changing instantly.</remarks>
native SetWeather(weatherid);
/// <summary>Get the currently set gravity.</summary>
/// <seealso name="SetGravity"/>
/// <returns>The current set gravity (as a float).</returns>
native GetGravity();
/// <summary>Set the gravity for all players.</summary>
/// <param name="gravity">The value that the gravity should be set to (between -50 and 50)</param>
/// <seealso name="GetGravity"/>
/// <seealso name="SetWeather"/>
/// <seealso name="SetWorldTime"/>
/// <remarks>Default gravity is <b><c>0.008</c></b>.</remarks>
/// <returns>This function always returns <b><c>1</c></b>, even when it fails to execute if the gravity is out of the limits (lower than <b><c>-50.0</c></b> or higher than <b><c>+50.0</c></b>).</returns>
native SetGravity(Float:gravity);
/// <summary>This function will determine whether RCON admins will be teleported to their waypoint when they set one.</summary>
/// <param name="allow"><b><c>0</c></b> to disable and <b><c>1</c></b> to enable</param>
/// <remarks><b>This function, as of 0.3d, is deprecated. Please see <a href="#OnPlayerClickMap">OnPlayerClickMap</a>.</b></remarks>
/// <seealso name="IsPlayerAdmin"/>
/// <seealso name="AllowPlayerTeleport"/>
native AllowAdminTeleport(allow);
/// <summary>This function does not work in the current SA:MP version! </summary>
/// <seealso name="CreatePickup"/>
/// <seealso name="GivePlayerMoney"/>
/// <seealso name="OnPlayerDeath"/>
native SetDeathDropAmount(amount);
/// <summary>Create an explosion at the specified coordinates.</summary>
/// <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 type of explosion</param>
/// <param name="Radius">The explosion radius</param>
/// <seealso name="CreateExplosionForPlayer"/>
/// <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 when the explosion type and/or radius values are invalid.</returns>
native CreateExplosion(Float:X, Float:Y, Float:Z, type, Float:Radius);
/// <summary>This function allows to turn on zone / area names such as the "Vinewood" or "Doherty" text at the bottom-right of the screen as they enter the area. This is a gamemode option and should be set in the callback <a href="#OnGameModeInit">OnGameModeInit</a>.</summary>
/// <param name="enable">A toggle option for whether or not you'd like zone names on or off</param>
/// <remarks><b>This function was removed in SA-MP 0.3. This was due to crashes it caused.</b></remarks>
native EnableZoneNames(enable);
/// <summary>Uses standard player walking animation (animation of the CJ skin) instead of custom animations for every skin (e.g. skating for skater skins).</summary>
/// <seealso name="ApplyAnimation"/>
/// <seealso name="ClearAnimations"/>
/// <remarks>Only works when placed under <a href="#OnGameModeInit">OnGameModeInit</a>.</remarks>
/// <remarks>Not using this function causes two-handed weapons (not dual-handed - a single weapon that is held by both hands) to be held in only one hand.</remarks>
native UsePlayerPedAnims(); // Will cause the players to use CJ running/walking animations
/// <summary>Disable all the interior entrances and exits in the game (the yellow arrows at doors).</summary>
/// <seealso name="AllowInteriorWeapons"/>
/// <remarks>If the gamemode is changed after this function has been used, and the new gamemode doesn't disable markers, the markers will NOT reappear for already-connected players (but will for newly connected players).</remarks>
/// <remarks>This function will only work if it has been used BEFORE a player connects (it is recommended to use it in OnGameModeInit). It will not remove a connected player's markers.</remarks>
/// <returns>This function always returns <b><c>1</c></b>.</returns>
native DisableInteriorEnterExits(); // will disable all interior enter/exits in the game.
/// <summary>Set the maximum distance to display the names of players.</summary>
/// <param name="distance">The distance to set</param>
/// <seealso name="LimitGlobalChatRadius"/>
/// <seealso name="ShowNameTags"/>
/// <seealso name="ShowPlayerNameTagForPlayer"/>
/// <remarks>Default distance is <b>70</b> SA units</remarks>
native SetNameTagDrawDistance(Float:distance); // Distance at which nametags will start rendering on the client.
/// <summary>Disables the nametag Line-Of-Sight checking so that players can see nametags through objects.</summary>
/// <seealso name="ShowNameTags"/>
/// <seealso name="ShowPlayerNameTagForPlayer"/>
/// <remarks>This function was added in <b>SA-MP 0.3a</b> and will not work in earlier versions!</remarks>
/// <remarks>This can not be reversed until the server restarts.</remarks>
native DisableNameTagLOS(); // Disables the nametag Line-Of-Sight checking
/// <summary>Set a radius limitation for the chat. Only players at a certain distance from the player will see their message in the chat. Also changes the distance at which a player can see other players on the map at the same distance.</summary>
/// <param name="chat_radius">The range in which players will be able to see chat</param>
/// <seealso name="SetNameTagDrawDistance"/>
/// <seealso name="SendPlayerMessageToPlayer"/>
/// <seealso name="SendPlayerMessageToAll"/>
/// <seealso name="OnPlayerText"/>
native LimitGlobalChatRadius(Float:chat_radius);
/// <summary>Set the player marker radius.</summary>
/// <param name="marker_radius">The radius that markers will show at</param>
/// <seealso name="ShowPlayerMarkers"/>
/// <seealso name="SetPlayerMarkerForPlayer"/>
/// <seealso name="LimitGlobalChatRadius"/>
/// <remarks>This Function was added in <b>SA-MP 0.3a</b> and will not work in earlier versions!</remarks>
native LimitPlayerMarkerRadius(Float:marker_radius);
// Npc
/// <summary>Connect an NPC to the server.</summary>
/// <param name="name">The name the NPC should connect as. Must follow the same rules as normal player names</param>
/// <param name="script">The NPC script name that is located in the <b>npcmodes</b> folder (without the .amx extension)</param>
/// <seealso name="IsPlayerNPC"/>
/// <seealso name="OnPlayerConnect"/>
/// <remarks>This function was added in <b>SA-MP 0.3a</b> and will not work in earlier versions!</remarks>
/// <remarks>NPCs do not have nametags. These can be scripted with <a href="#Attach3DTextLabelToPlayer">Attach3DTextLabelToPlayer</a>.</remarks>
/// <returns>This function always return <b><c>1</c></b>.</returns>
native ConnectNPC(name[], script[]);
/// <summary>Check if a player is an actual player or an NPC.</summary>
/// <param name="playerid">The ID of the player to check</param>
/// <seealso name="ConnectNPC"/>
/// <seealso name="IsPlayerAdmin"/>
/// <remarks>This function was added in <b>SA-MP 0.3a</b> and will not work in earlier versions!</remarks>
/// <returns><b><c>1</c></b> if the player is an NPC, <b><c>0</c></b> if not.</returns>
native IsPlayerNPC(playerid);
// Admin
/// <summary>Check if a player is logged in as an RCON admin.</summary>
/// <param name="playerid">The ID of the player to check</param>
/// <seealso name="SendRconCommand"/>
/// <seealso name="OnRconLoginAttempt"/>
/// <returns><b><c>1</c></b> if the player is an RCON admin, <b><c>0</c></b> if not.</returns>
native IsPlayerAdmin(playerid);
/// <summary>Kicks a player from the server. They will have to quit the game and re-connect if they wish to continue playing.</summary>
/// <param name="playerid">The ID of the player to kick</param>
/// <seealso name="Ban"/>
/// <seealso name="BanEx"/>
/// <remarks>As of <b>SA-MP 0.3x</b>, any action taken directly before Kick() (such as sending a message with <a href="#SendClientMessage">SendClientMessage</a>) will not reach the player. A timer must be used to delay the kick.</remarks>
/// <returns>This function always returns <b><c>1</c></b>, even if the function failed to execute (player specified doesn't exist).</returns>
native Kick(playerid);
/// <summary>Ban a player who is currently in the server. They will be unable to join the server ever again. The ban will be IP-based, and be saved in the samp.ban file in the server's root directory. <a href="#BanEx">BanEx</a> can be used to give a reason for the ban. IP bans can be added/removed using the RCON banip and unbanip commands (<a href="#SendRconCommand">SendRconCommand</a>).</summary>
/// <param name="playerid">The ID of the player to ban</param>
/// <seealso name="BanEx"/>
/// <seealso name="Kick"/>
/// <remarks>As of <b>SA-MP 0.3x</b>, any action taken directly before Ban() (such as sending a message with SendClientMessage) will not reach the player. A timer must be used to delay the ban.</remarks>
/// <remarks></remarks>
native Ban(playerid);
/// <summary>Ban a player with a reason.</summary>
/// <param name="playerid">The ID of the player to ban</param>
/// <param name="reason">The reason for the ban</param>
/// <seealso name="Ban"/>
/// <seealso name="Kick"/>
/// <remarks>As of <b>SA-MP 0.3x</b>, any action taken directly before Ban() (such as sending a message with SendClientMessage) will not reach the player. A timer must be used to delay the ban.</remarks>
native BanEx(playerid, const reason[]);
/// <summary>Sends an RCON (Remote Console) command.</summary>
/// <param name="command">The RCON command to be executed</param>
/// <seealso name="IsPlayerAdmin"/>
/// <seealso name="OnRconCommand"/>
/// <seealso name="OnRconLoginAttempt"/>
/// <remarks>Does not support login, due to the lack of a 'playerid' parameter.</remarks>
/// <remarks>'password 0' will remove the server's password if one is set.</remarks>
/// <returns>This function always returns <b><c>1</c></b>.</returns>
/// <remarks>This function will result in <a href="#OnRconCommand">OnRconCommand</a> being called.</remarks>
native SendRconCommand(command[]);
/// <summary>Gets a player's network stats and saves them into a string.</summary>
/// <param name="playerid">The ID of the player you want to get the networkstats of</param>
/// <param name="retstr">The string to store the networkstats in, passed by reference</param>
/// <param name="retstr_size">The length of the string that should be stored</param>
/// <seealso name="GetNetworkStats"/>
/// <seealso name="NetStats_GetConnectedTime"/>
/// <seealso name="NetStats_MessagesReceived"/>
/// <seealso name="NetStats_BytesReceived"/>
/// <seealso name="NetStats_MessagesSent"/>
/// <seealso name="NetStats_BytesSent"/>
/// <seealso name="NetStats_MessagesRecvPerSecond"/>
/// <seealso name="NetStats_PacketLossPercent"/>
/// <seealso name="NetStats_ConnectionStatus"/>
/// <seealso name="NetStats_GetIpPort"/>
/// <remarks>This function was added in <b>SA-MP 0.3c R4</b> and will not work in earlier versions!</remarks>
/// <remarks>This function may not return accurate data when used under <a href="#OnPlayerDisconnect">OnPlayerDisconnect</a> if the player has quit normally. It usually returns accurate data if the player has been kicked or has timed out.</remarks>
native GetPlayerNetworkStats(playerid, retstr[], retstr_size);
/// <summary>Gets the server's network stats and stores them in a string.</summary>
/// <param name="retstr">The string to store the network stats in, passed by reference</param>
/// <param name="retstr_size">The length of the string to be stored</param>
/// <seealso name="GetPlayerNetworkStats"/>
/// <seealso name="NetStats_GetConnectedTime"/>
/// <seealso name="NetStats_MessagesReceived"/>
/// <seealso name="NetStats_BytesReceived"/>
/// <seealso name="NetStats_MessagesSent"/>
/// <seealso name="NetStats_BytesSent"/>
/// <seealso name="NetStats_MessagesRecvPerSecond"/>
/// <seealso name="NetStats_PacketLossPercent"/>
/// <seealso name="NetStats_ConnectionStatus"/>
/// <seealso name="NetStats_GetIpPort"/>
/// <remarks>This function was added in <b>SA-MP 0.3c R4</b> and will not work in earlier versions!</remarks>
/// <remarks>
/// <b>Example output:</b><p/>
/// <c>
/// Server Ticks: 200<p/>
/// Messages in Send buffer: 0<p/>
/// Messages sent: 142<p/>
/// Bytes sent: 8203<p/>
/// Acks sent: 11<p/>
/// Acks in send buffer: 0<p/>
/// Messages waiting for ack: 0<p/>
/// Messages resent: 0<p/>
/// Bytes resent: 0<p/>
/// Packetloss: 0.0%<p/>
/// Messages received: 54<p/>
/// Bytes received: 2204<p/>
/// Acks received: 0<p/>
/// Duplicate acks received: 0<p/>
/// Inst. KBits per second: 28.8<p/>
/// KBits per second sent: 10.0<p/>
/// KBits per second received: 2.7<p/>
/// </c>
/// </remarks>
/// <returns>This function always returns <b><c>1</c></b>.</returns>
native GetNetworkStats(retstr[], retstr_size);
/// <summary>Returns the SA-MP client version, as reported by the player.</summary>
/// <param name="playerid">The ID of the player to get the client version of</param>
/// <param name="version">The string to store the player's version in, passed by reference</param>
/// <param name="len">The maximum length of the version</param>
/// <seealso name="GetPlayerName"/>
/// <seealso name="GetPlayerPing"/>